多轮审查评估
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@@ -5,52 +5,29 @@ namespace BaseGames.Input
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/// <summary>
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/// 在运行时启用 InputReaderSO 的 ActionMap。
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/// 挂在 Persistent 场景的 InputReaderHolder 上。
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/// _inputReader 必须在 Inspector 中赋值,框架不提供运行时自动查找回退。
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/// </summary>
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public sealed class InputReaderBootstrap : MonoBehaviour
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{
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[SerializeField] private InputReaderSO _inputReader;
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private void OnEnable()
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private void Awake()
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{
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if (_inputReader == null)
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{
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_inputReader = FindDefaultInputReader();
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if (_inputReader == null)
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Debug.LogError("[InputReaderBootstrap] Could not find InputReaderSO by name or assignment!");
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}
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Debug.Assert(_inputReader != null,
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"[InputReaderBootstrap] _inputReader 未在 Inspector 中赋值!请在 Persistent 场景的 InputReaderHolder 上手动指定 InputReaderSO 资产。",
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this);
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}
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private void Start()
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{
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if (_inputReader != null)
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{
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_inputReader.LoadBindingOverrides(); // 从 PlayerPrefs 恢复用户自定义绑定
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_inputReader.EnableGameplayInput();
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}
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else
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{
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Debug.LogError("[InputReaderBootstrap.Start] _inputReader is NULL!");
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}
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if (_inputReader == null) return;
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_inputReader.LoadBindingOverrides(); // 从 PlayerPrefs 恢复用户自定义绑定
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_inputReader.EnableGameplayInput();
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}
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private void OnDisable()
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{
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_inputReader?.DisableAllInput();
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}
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private static InputReaderSO FindDefaultInputReader()
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{
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InputReaderSO[] readers = Resources.FindObjectsOfTypeAll<InputReaderSO>();
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foreach (InputReaderSO reader in readers)
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{
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if (reader != null && reader.name == "InputReader")
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return reader;
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}
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return null;
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}
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}
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}
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