using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using MuHua;
///
/// 输入模块
///
public class ModuleInput : ModuleSingle {
/// 当前输入模式
public static EnumInputMode inputMode;
/// 鼠标指针位置
public static Vector3 mousePosition;
/// 转换模式事件
public static event Action OnInputMode;
/// 临时禁用事件
public static event Action OnTemporarilyDisable;
private static bool isPointerOverUIObject;// 指针是否在UI上
/// 指针是否在UI上
public static bool IsPointerOverUIObject => isPointerOverUIObject;
/// 设置输入模式
public static void Mode(EnumInputMode mode) {
inputMode = mode;
OnInputMode?.Invoke(mode);
}
/// 临时禁用输入
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
}
}