chore: Project Restructuring & Theatre
This commit is contained in:
@@ -0,0 +1,240 @@
|
||||
using UnityEngine;
|
||||
using OctoCore;
|
||||
using OctoCore.Inputs;
|
||||
using Unheimlich.Core;
|
||||
|
||||
|
||||
namespace Unheimlich.Core.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Unified input manager wrapping OctoCore inputs with Unheimlich-specific contexts.
|
||||
/// Replaces the old PlayerInputManager while keeping context system (Normal, Dialogue, Listening).
|
||||
/// </summary>
|
||||
public class InputManager : Singleton<InputManager>
|
||||
{
|
||||
public enum InputContext
|
||||
{
|
||||
Normal, // All inputs enabled
|
||||
Dialogue, // Only look and interact
|
||||
Listening, // Only look and diapason
|
||||
Inspection, // Only look and interact (for item inspection)
|
||||
DetectiveBoard // Mouse cursor free, movement disabled
|
||||
}
|
||||
|
||||
[Header("Current State")]
|
||||
[SerializeField] private InputContext _currentContext = InputContext.Normal;
|
||||
|
||||
// Public access to current context
|
||||
public static InputContext CurrentContext => Instance ? Instance._currentContext : InputContext.Normal;
|
||||
|
||||
// Input values (cached for compatibility)
|
||||
public static Vector2 MoveInput { get; private set; }
|
||||
public static Vector2 LookInput { get; private set; }
|
||||
|
||||
// Cached InputAction references — populated once during initialization
|
||||
private static UnityEngine.InputSystem.InputAction _cachedMoveAction;
|
||||
private static UnityEngine.InputSystem.InputAction _cachedLookAction;
|
||||
private static UnityEngine.InputSystem.InputAction _cachedInteractAction;
|
||||
private static UnityEngine.InputSystem.InputAction _cachedDiapasonAction;
|
||||
private static UnityEngine.InputSystem.InputAction _cachedFireAction;
|
||||
private static UnityEngine.InputSystem.InputAction _cachedExitAction;
|
||||
|
||||
// Legacy compatibility
|
||||
public static bool IsInputEnabled => CurrentContext == InputContext.Normal;
|
||||
public static bool IsLookingEnabled => CurrentContext != InputContext.Dialogue;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
// Try to subscribe, will retry in Start if needed
|
||||
SubscribeAllInputs();
|
||||
CacheAllActions();
|
||||
SetContext(InputContext.Normal);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (OctoCore.OctoCore.Instance == null)
|
||||
{
|
||||
Debug.LogError("[InputManager] OctoCore.Instance is NULL!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (OctoCore.OctoCore.Instance.Inputs == null)
|
||||
{
|
||||
Debug.LogError("[InputManager] OctoCore.Instance.Inputs is NULL!");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Ensure we're subscribed and actions are cached
|
||||
SubscribeAllInputs();
|
||||
CacheAllActions();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
UnsubscribeAllInputs();
|
||||
}
|
||||
|
||||
// Subscribe to OctoCore inputs
|
||||
private void SubscribeAllInputs()
|
||||
{
|
||||
if (OctoCore.OctoCore.Instance == null) return;
|
||||
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Move, OnMove);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Look, OnLook);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Jump, OnJump);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Interact, OnInteract);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Diapason, OnDiapason);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Fire, OnFire);
|
||||
OctoCore.OctoCore.Instance.Inputs.SubscribeAction(OctoActions.Player_Exit, OnExit);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Caches all InputAction references from OctoCore once at startup to avoid
|
||||
/// per-frame iteration over the Actions list.
|
||||
/// </summary>
|
||||
private void CacheAllActions()
|
||||
{
|
||||
var asset = OctoCore.OctoCore.Instance?.Inputs?.Actions;
|
||||
if (asset == null) return;
|
||||
|
||||
_cachedMoveAction = null;
|
||||
_cachedLookAction = null;
|
||||
_cachedInteractAction = null;
|
||||
_cachedDiapasonAction = null;
|
||||
_cachedFireAction = null;
|
||||
_cachedExitAction = null;
|
||||
|
||||
foreach (var actionInfo in asset)
|
||||
{
|
||||
if (actionInfo.Reference == null) continue;
|
||||
|
||||
switch (actionInfo.Name)
|
||||
{
|
||||
case "Move": _cachedMoveAction = actionInfo.Reference.action; break;
|
||||
case "Look": _cachedLookAction = actionInfo.Reference.action; break;
|
||||
case "Interact": _cachedInteractAction = actionInfo.Reference.action; break;
|
||||
case "Diapason": _cachedDiapasonAction = actionInfo.Reference.action; break;
|
||||
case "Fire": _cachedFireAction = actionInfo.Reference.action; break;
|
||||
case "Exit": _cachedExitAction = actionInfo.Reference.action; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UnsubscribeAllInputs()
|
||||
{
|
||||
if (OctoCore.OctoCore.Instance == null) return;
|
||||
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Move, OnMove);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Look, OnLook);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Jump, OnJump);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Interact, OnInteract);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Diapason, OnDiapason);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Fire, OnFire);
|
||||
OctoCore.OctoCore.Instance.Inputs.UnsubscribeAction(OctoActions.Player_Exit, OnExit);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets input context and handles cursor/component state
|
||||
/// </summary>
|
||||
public static void SetContext(InputContext context)
|
||||
{
|
||||
if (Instance == null) return;
|
||||
|
||||
Instance._currentContext = context;
|
||||
|
||||
switch (context)
|
||||
{
|
||||
case InputContext.Normal:
|
||||
// All inputs active
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
break;
|
||||
|
||||
case InputContext.Dialogue:
|
||||
// Only look and interact (movement disabled)
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
break;
|
||||
|
||||
case InputContext.Listening:
|
||||
// Only look, diapason, fire, exit (movement disabled)
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
break;
|
||||
|
||||
case InputContext.Inspection:
|
||||
// Only look and interact (for item inspection, movement disabled)
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
break;
|
||||
|
||||
case InputContext.DetectiveBoard:
|
||||
// Mouse cursor free for board interaction, movement disabled
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Legacy compatibility
|
||||
public static void ToggleInput(bool enable)
|
||||
{
|
||||
SetContext(enable ? InputContext.Normal : InputContext.Dialogue);
|
||||
}
|
||||
|
||||
// Input callbacks - cache values and filter by context
|
||||
private void OnMove(Vector2 value)
|
||||
{
|
||||
MoveInput = _currentContext == InputContext.Normal ? value : Vector2.zero;
|
||||
}
|
||||
|
||||
private void OnLook(Vector2 value)
|
||||
{
|
||||
LookInput = value; // Look enabled in all contexts
|
||||
}
|
||||
|
||||
private void OnJump()
|
||||
{
|
||||
if (_currentContext != InputContext.Normal) return;
|
||||
// Broadcast jump event if needed
|
||||
}
|
||||
|
||||
private void OnInteract()
|
||||
{
|
||||
if (_currentContext == InputContext.Listening) return;
|
||||
// Broadcast interact event
|
||||
}
|
||||
|
||||
private void OnDiapason()
|
||||
{
|
||||
if (_currentContext == InputContext.Dialogue) return;
|
||||
// Broadcast diapason event
|
||||
}
|
||||
|
||||
private void OnFire()
|
||||
{
|
||||
if (_currentContext != InputContext.Listening) return;
|
||||
// Broadcast fire event
|
||||
}
|
||||
|
||||
private void OnExit()
|
||||
{
|
||||
if (_currentContext != InputContext.Listening) return;
|
||||
// Broadcast exit event
|
||||
}
|
||||
|
||||
// Public accessors for backward compatibility
|
||||
public static Vector2 GetMoveInput() => MoveInput;
|
||||
public static Vector2 GetLookInput() => LookInput;
|
||||
|
||||
// Action accessors — return pre-cached references, no per-frame allocation
|
||||
public static UnityEngine.InputSystem.InputAction GetMoveAction() => _cachedMoveAction;
|
||||
public static UnityEngine.InputSystem.InputAction GetLookAction() => _cachedLookAction;
|
||||
public static UnityEngine.InputSystem.InputAction GetInteractAction() => _cachedInteractAction;
|
||||
public static UnityEngine.InputSystem.InputAction GetDiapasonAction() => _cachedDiapasonAction;
|
||||
public static UnityEngine.InputSystem.InputAction GetFireAction() => _cachedFireAction;
|
||||
public static UnityEngine.InputSystem.InputAction GetExitAction() => _cachedExitAction;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e340839b22a784542ba8afdfde612c2e
|
||||
Reference in New Issue
Block a user