修改框架

This commit is contained in:
MuHua-123
2025-05-23 17:44:49 +08:00
parent 1ddf587927
commit 937595b3b1
19 changed files with 403 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 基础输入
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public class InputBasic : MonoBehaviour {
public Vector3 mousePosition;
#region
/// <summary> 鼠标位置 </summary>
public void OnMousePosition(InputValue inputValue) {
mousePosition = inputValue.Get<Vector2>();
ModuleInput.mousePosition = mousePosition;
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using MuHua;
/// <summary>
/// 输入模块
/// </summary>
public class ModuleInput : ModuleSingle<ModuleInput> {
/// <summary> 当前输入模式 </summary>
public static EnumInputMode inputMode;
/// <summary> 鼠标指针位置 </summary>
public static Vector3 mousePosition;
/// <summary> 转换模式事件 </summary>
public static event Action<EnumInputMode> OnInputMode;
/// <summary> 临时禁用事件 </summary>
public static event Action<bool> OnTemporarilyDisable;
private static bool isPointerOverUIObject;// 指针是否在UI上
/// <summary> 指针是否在UI上 </summary>
public static bool IsPointerOverUIObject => isPointerOverUIObject;
/// <summary> 设置输入模式 </summary>
public static void Mode(EnumInputMode mode) {
inputMode = mode;
OnInputMode?.Invoke(mode);
}
/// <summary> 临时禁用输入 </summary>
public static void TemporarilyDisable(bool value) => OnTemporarilyDisable?.Invoke(value);
protected override void Awake() => NoReplace();
private void Update() {
#if UNITY_STANDALONE
//电脑平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_WEBGL
//WebGL平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_ANDROID
//安卓平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#elif UNITY_IOS
//苹果平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#endif
}
}
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