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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput))]
public class PlayerInputModule : MonoBehaviour, IPlayerModule
{
// TODO: Add in charged fire action, and crouch
//[SerializeField] private bool _analogMovement;
private PlayerInput _playerInput;
private InputAction _moveActionValue;
private InputAction _sprintActionValue;
private InputAction _lookActionValue;
private InputAction _jumpActionValue;
private InputAction _interactActionValue;
private InputAction _fireActionValue;
private Vector2 _moveVector;
//public bool AnalogMovement { get { return _analogMovement; } }
public Vector2 MoveInputVector { get { return _moveActionValue.ReadValue<Vector2>(); } }
public Vector2 LookInputVector { get { return _lookActionValue.ReadValue<Vector2>(); } }
public bool SprintPressedThisFrame { get { return _sprintActionValue.WasPressedThisFrame(); } }
public bool JumpPressedThisFrame { get { return _jumpActionValue.WasPressedThisFrame(); } }
public bool InteractPressedThisFrame { get { return _interactActionValue.WasPressedThisFrame(); } }
public bool FirePressedThisFrame { get { return _fireActionValue.WasPressedThisFrame(); } }
public string CurrentControlScheme { get { return _playerInput.currentControlScheme; } }
private void Awake()
{
Initialize();
Debug.Log(_playerInput.currentActionMap.enabled);
}
private void Update()
{
if (Keyboard.current.wKey.wasPressedThisFrame)
{
Debug.Log("w key pressed");
}
}
public void Initialize(Player player)
{
_playerInput = GetComponent<PlayerInput>();
}
public void Initialize()
{
_playerInput = GetComponent<PlayerInput>();
_moveActionValue = _playerInput.actions["Move"];
_sprintActionValue = _playerInput.actions["Sprint"];
_lookActionValue = _playerInput.actions["Look"];
_jumpActionValue = _playerInput.actions["Jump"];
_interactActionValue = _playerInput.actions["Interact"];
_fireActionValue = _playerInput.actions["Fire"];
}
public void OnMove(InputValue value)
{
_moveVector = value.Get<Vector2>();
Debug.Log(_moveVector);
}
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