修改框架
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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.EventSystems;
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using MuHua;
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/// <summary>
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/// 输入模块
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/// </summary>
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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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/// <summary> 鼠标指针位置 </summary>
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public static Vector3 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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/// <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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}
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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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private void Update() {
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#if UNITY_STANDALONE
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//电脑平台
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isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
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#elif UNITY_WEBGL
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//WebGL平台
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isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
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#elif UNITY_ANDROID
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//安卓平台
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isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
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#elif UNITY_IOS
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//苹果平台
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isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
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#endif
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}
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}
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