using UnityEngine;
namespace BaseGames.Input
{
///
/// 在运行时启用 InputReaderSO 的 ActionMap。
/// 挂在 Persistent 场景的 InputReaderHolder 上。
///
public sealed class InputReaderBootstrap : MonoBehaviour
{
[SerializeField] private InputReaderSO _inputReader;
private void OnEnable()
{
if (_inputReader == null)
{
_inputReader = FindDefaultInputReader();
if (_inputReader == null)
Debug.LogError("[InputReaderBootstrap] Could not find InputReaderSO by name or assignment!");
}
}
private void Start()
{
if (_inputReader != null)
{
_inputReader.LoadBindingOverrides(); // 从 PlayerPrefs 恢复用户自定义绑定
_inputReader.EnableGameplayInput();
}
else
{
Debug.LogError("[InputReaderBootstrap.Start] _inputReader is NULL!");
}
}
private void OnDisable()
{
_inputReader?.DisableAllInput();
}
private static InputReaderSO FindDefaultInputReader()
{
InputReaderSO[] readers = Resources.FindObjectsOfTypeAll();
foreach (InputReaderSO reader in readers)
{
if (reader != null && reader.name == "InputReader")
return reader;
}
return null;
}
}
}