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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DS
{
public class InputHandler : MonoBehaviour
{
public float horizontal;
public float vertical;
public float moveAmount;
public float mouseX;
public float mouseY;
private PlayerControls _inputActions;
private CameraHandler _cameraHandler;
private Vector2 _movementInput;
private Vector2 _cameraInput;
private void Awake()
{
_cameraHandler = CameraHandler.singleton;
}
private void FixedUpdate()
{
float delta = Time.fixedDeltaTime;
if (_cameraHandler != null)
{
_cameraHandler.FollowTarget(delta);
_cameraHandler.HandleCameraRotation(delta,mouseX,mouseY);
}
}
public void OnEnable()
{
if (_inputActions == null)
{
_inputActions = new PlayerControls();
_inputActions.PlayerMovement.Movement.performed +=
ctx => _movementInput = ctx.ReadValue<Vector2>();
_inputActions.PlayerMovement.Camera.performed += ctx => _cameraInput = ctx.ReadValue<Vector2>();
}
_inputActions.Enable();
}
private void OnDisable()
{
_inputActions.Disable();
}
public void TickInput(float delta)
{
MoveInput(delta);
}
private void MoveInput(float delta)
{
horizontal = _movementInput.x;
vertical = _movementInput.y;
moveAmount = Mathf.Clamp01(Mathf.Abs((horizontal)) + Mathf.Abs(vertical));
mouseX = _cameraInput.x;
mouseY = _cameraInput.y;
}
}
}
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