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@@ -0,0 +1,23 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/// <summary>
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/// 输入 - 控制
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/// </summary>
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[RequireComponent(typeof(PlayerInput))]
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public abstract class InputControl : MonoBehaviour {
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protected virtual void Awake() {
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ModuleInput.OnInputMode += ModuleInput_OnInputMode;
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}
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protected virtual void OnDestroy() {
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ModuleInput.OnInputMode -= ModuleInput_OnInputMode;
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}
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/// <summary> 输入模式 </summary>
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protected abstract void ModuleInput_OnInputMode(InputMode mode);
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3136d74b1e24ab9449f7f63c0344bfd5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -11,26 +11,30 @@ using MuHua;
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public class ModuleInput : ModuleSingle<ModuleInput> {
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/// <summary> 当前输入模式 </summary>
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public static EnumInputMode inputMode;
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public static InputMode Current;
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/// <summary> 回退输入模式 </summary>
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public static InputMode BackMode;
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/// <summary> 鼠标指针位置 </summary>
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public static Vector3 mousePosition;
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public static Vector2 mousePosition;
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/// <summary> 转换模式事件 </summary>
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public static event Action<EnumInputMode> OnInputMode;
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/// <summary> 临时禁用事件 </summary>
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public static event Action<bool> OnTemporarilyDisable;
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private static bool isPointerOverUIObject;// 指针是否在UI上
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public static event Action<InputMode> OnInputMode;
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/// <summary> 指针是否在UI上 </summary>
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private static bool isPointerOverUIObject;
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/// <summary> 指针是否在UI上 </summary>
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public static bool IsPointerOverUIObject => isPointerOverUIObject;
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/// <summary> 设置输入模式 </summary>
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public static void Mode(EnumInputMode mode) {
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inputMode = mode;
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OnInputMode?.Invoke(mode);
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public static void Settings(InputMode mode) {
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BackMode = Current;
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Current = mode;
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OnInputMode?.Invoke(Current);
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}
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/// <summary> 设置输入模式 </summary>
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public static void Back() {
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Current = BackMode;
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OnInputMode?.Invoke(Current);
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}
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/// <summary> 临时禁用输入 </summary>
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public static void TemporarilyDisable(bool value) => OnTemporarilyDisable?.Invoke(value);
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protected override void Awake() => NoReplace();
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@@ -50,3 +54,17 @@ public class ModuleInput : ModuleSingle<ModuleInput> {
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#endif
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}
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}
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/// <summary>
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/// 输入模式
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/// </summary>
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public enum InputMode {
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None,// 无
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// FixedEdit,// 固定编辑
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// FixedPreview,// 固定编辑
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// FreeEdit,// 自由编辑
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Standard,// 第三人称
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}
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