Files
Ipseity-Demo/Assets/_Content/Scripts/Dev/Debug/Runtime/DebugMenuUnlocker.cs
T

272 lines
11 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
using OctoRef = OctoCore.OctoCore;
namespace Unheimlich.Navigation.Debuging
{
/// <summary>
/// Listens for debug input combos and drives DebugNavigation.
///
/// — Gamepad : L3+R3 simultaneously → unlock/lock. L2/R2 → prev/next scene.
/// — Keyboard : backquote (² AZERTY / ~ QWERTY) → unlock/lock. A/E → prev/next.
///
/// Device display: switches based on last active input, not physical connection.
/// </summary>
public class DebugMenuUnlocker : MonoBehaviour
{
[Header("Data")]
[SerializeField] private DebugNavigation _debugNavigation;
[Header("Unlock Events")]
public UnityEvent OnDebugMenuUnlockedGamepad;
public UnityEvent OnDebugMenuUnlockedKeyboard;
public UnityEvent OnDebugMenuLocked;
[Header("Navigation Events")]
public UnityEvent OnPreviousScene;
public UnityEvent OnNextScene;
[Header("Device Switch Events")]
[Tooltip("Fired when gamepad input is detected and last input was keyboard/mouse.")]
public UnityEvent OnSwitchedToGamepad;
[Tooltip("Fired when keyboard/mouse input is detected and last input was gamepad.")]
public UnityEvent OnSwitchedToKeyboard;
// ── State ────────────────────────────────────────────────────────────
private bool _isUnlocked = false;
private bool _lastWasGamepad = false;
// Input Actions
private InputAction _keyboardUnlockAction;
private InputAction _gamepadUnlockAction;
private InputAction _gamepadPreviousAction;
private InputAction _gamepadNextAction;
private InputAction _keyboardPreviousAction;
private InputAction _keyboardNextAction;
private InputAction _anyGamepadAction;
private InputAction _anyKeyboardAction;
// ── Unity lifecycle ──────────────────────────────────────────────────
private void Awake() => BuildInputActions();
private void OnEnable() => EnableActions();
private void Start()
{
DebugManager.instance.enableRuntimeUI = false;
StartCoroutine(InitWhenReady());
SceneManager.sceneLoaded += OnUnitySceneLoaded;
}
private void OnDisable()
{
DisableActions();
UnsubscribeFromSceneEvents();
SceneManager.sceneLoaded -= OnUnitySceneLoaded;
}
private void OnDestroy() => DisposeActions();
// ── Build ────────────────────────────────────────────────────────────
private void BuildInputActions()
{
// Keyboard unlock : backquote (² AZERTY / ~ QWERTY)
_keyboardUnlockAction = new InputAction("DebugUnlockKeyboard", InputActionType.Button);
_keyboardUnlockAction.AddBinding("<Keyboard>/backquote");
_keyboardUnlockAction.performed += _ => ToggleDebugMenu(false);
// Gamepad unlock : L3 + R3 simultaneously
_gamepadUnlockAction = new InputAction("DebugUnlockGamepad", InputActionType.Button);
_gamepadUnlockAction.AddCompositeBinding("ButtonWithOneModifier")
.With("Modifier", "<Gamepad>/leftStickPress")
.With("Button", "<Gamepad>/rightStickPress");
_gamepadUnlockAction.performed += _ => ToggleDebugMenu(true);
// Gamepad navigation : L2 / R2
_gamepadPreviousAction = new InputAction("DebugPrevGamepad", InputActionType.Button);
_gamepadPreviousAction.AddBinding("<Gamepad>/leftTrigger")
.WithProcessor("AxisDeadzone(min=0.5,max=1)");
_gamepadPreviousAction.performed += _ => TryPrevious();
_gamepadNextAction = new InputAction("DebugNextGamepad", InputActionType.Button);
_gamepadNextAction.AddBinding("<Gamepad>/rightTrigger")
.WithProcessor("AxisDeadzone(min=0.5,max=1)");
_gamepadNextAction.performed += _ => TryNext();
// Keyboard navigation : A / E
_keyboardPreviousAction = new InputAction("DebugPrevKeyboard", InputActionType.Button);
_keyboardPreviousAction.AddBinding("<Keyboard>/q");
_keyboardPreviousAction.performed += _ => TryPrevious();
_keyboardNextAction = new InputAction("DebugNextKeyboard", InputActionType.Button);
_keyboardNextAction.AddBinding("<Keyboard>/e");
_keyboardNextAction.performed += _ => TryNext();
// Device detection
_anyGamepadAction = new InputAction("AnyGamepad", InputActionType.PassThrough);
_anyGamepadAction.AddBinding("<Gamepad>/leftStick");
_anyGamepadAction.AddBinding("<Gamepad>/rightStick");
_anyGamepadAction.AddBinding("<Gamepad>/buttonSouth");
_anyGamepadAction.AddBinding("<Gamepad>/buttonNorth");
_anyGamepadAction.AddBinding("<Gamepad>/buttonEast");
_anyGamepadAction.AddBinding("<Gamepad>/buttonWest");
_anyGamepadAction.AddBinding("<Gamepad>/leftShoulder");
_anyGamepadAction.AddBinding("<Gamepad>/rightShoulder");
_anyGamepadAction.AddBinding("<Gamepad>/leftTrigger");
_anyGamepadAction.AddBinding("<Gamepad>/rightTrigger");
_anyGamepadAction.AddBinding("<Gamepad>/start");
_anyGamepadAction.AddBinding("<Gamepad>/select");
_anyGamepadAction.AddBinding("<Gamepad>/dpad");
_anyGamepadAction.performed += _ => OnAnyGamepadInput();
_anyKeyboardAction = new InputAction("AnyKeyboard", InputActionType.PassThrough);
_anyKeyboardAction.AddBinding("<Keyboard>/anyKey");
_anyKeyboardAction.AddBinding("<Mouse>/delta");
_anyKeyboardAction.AddBinding("<Mouse>/leftButton");
_anyKeyboardAction.AddBinding("<Mouse>/rightButton");
_anyKeyboardAction.performed += _ => OnAnyKeyboardInput();
}
private void EnableActions()
{
_keyboardUnlockAction?.Enable();
_gamepadUnlockAction?.Enable();
_gamepadPreviousAction?.Enable();
_gamepadNextAction?.Enable();
_keyboardPreviousAction?.Enable();
_keyboardNextAction?.Enable();
_anyGamepadAction?.Enable();
_anyKeyboardAction?.Enable();
}
private void DisableActions()
{
_keyboardUnlockAction?.Disable();
_gamepadUnlockAction?.Disable();
_gamepadPreviousAction?.Disable();
_gamepadNextAction?.Disable();
_keyboardPreviousAction?.Disable();
_keyboardNextAction?.Disable();
_anyGamepadAction?.Disable();
_anyKeyboardAction?.Disable();
}
private void DisposeActions()
{
_keyboardUnlockAction?.Dispose();
_gamepadUnlockAction?.Dispose();
_gamepadPreviousAction?.Dispose();
_gamepadNextAction?.Dispose();
_keyboardPreviousAction?.Dispose();
_keyboardNextAction?.Dispose();
_anyGamepadAction?.Dispose();
_anyKeyboardAction?.Dispose();
}
// ── Init ─────────────────────────────────────────────────────────────
private IEnumerator InitWhenReady()
{
yield return new WaitUntil(() => OctoRef.Instance != null);
yield return new WaitUntil(() => OctoRef.Instance.Navigation.CurrentScene != null);
SyncDebugNavigation();
SubscribeToSceneEvents();
}
// ── Scene events ─────────────────────────────────────────────────────
private void SubscribeToSceneEvents()
{
if (OctoRef.Instance == null) return;
OctoRef.Instance.Navigation.OnSceneLoadCompleted += OnSceneLoadCompleted;
}
private void UnsubscribeFromSceneEvents()
{
if (OctoRef.Instance == null) return;
OctoRef.Instance.Navigation.OnSceneLoadCompleted -= OnSceneLoadCompleted;
}
private void OnUnitySceneLoaded(Scene scene, LoadSceneMode mode)
{
UnsubscribeFromSceneEvents();
SubscribeToSceneEvents();
}
private void OnSceneLoadCompleted(OctoCore.Navigation.Data.OctoSceneData sceneData)
{
_debugNavigation?.SyncWithCurrentScene(sceneData);
}
// ── Device switch ────────────────────────────────────────────────────
private void OnAnyGamepadInput()
{
if (_lastWasGamepad) return;
_lastWasGamepad = true;
OnSwitchedToGamepad?.Invoke();
}
private void OnAnyKeyboardInput()
{
if (!_lastWasGamepad) return;
_lastWasGamepad = false;
OnSwitchedToKeyboard?.Invoke();
}
// ── Logic ────────────────────────────────────────────────────────────
private void SyncDebugNavigation()
{
if (_debugNavigation == null || OctoRef.Instance == null) return;
_debugNavigation.SyncWithCurrentScene(OctoRef.Instance.Navigation.CurrentScene);
}
private void ToggleDebugMenu(bool isGamepad)
{
_isUnlocked = !_isUnlocked;
if (_isUnlocked)
{
SyncDebugNavigation();
if (isGamepad) OnDebugMenuUnlockedGamepad?.Invoke();
else OnDebugMenuUnlockedKeyboard?.Invoke();
Debug.Log($"[DebugMenuUnlocker] Unlocked ({(isGamepad ? "Gamepad" : "Keyboard")}).");
}
else
{
OnDebugMenuLocked?.Invoke();
Debug.Log("[DebugMenuUnlocker] Locked.");
}
}
private void TryPrevious()
{
if (!_isUnlocked || _debugNavigation == null) return;
OnPreviousScene?.Invoke();
_debugNavigation.Previous();
}
private void TryNext()
{
if (!_isUnlocked || _debugNavigation == null) return;
OnNextScene?.Invoke();
_debugNavigation.Next();
}
/// <summary>Called directly by Debug Menu UI buttons (0-based index).</summary>
public void LoadSceneByIndex(int index)
{
if (_debugNavigation == null) return;
_debugNavigation.LoadByIndex(index);
}
public bool IsUnlocked => _isUnlocked;
}
}