Files
zeling_v2/Assets/_Game/Scripts/Input/InputReaderSO.cs
Joywayer 68d4c699ae 修复内容:
PlayerMovement:新增 _facingLocked 字段 + LockFacing(bool) 方法;UpdateFacing() 锁定时直接返回
WallSlideState:OnStateEnter 调用 LockFacing(true) + FlipFacing(_wallDir);OnStateExit 调用 LockFacing(false) 解锁
WallJumpState:OnStateEnter 保险性再调一次 LockFacing(false);WallJumpAway/Toward 同步写入 _inputVelocityX,确保解锁后 UpdateFacing 朝向正确(背墙跳 = 离墙方向,对墙跳 = 朝墙方向)
2026-05-22 10:48:52 +08:00

295 lines
12 KiB
C#
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using BaseGames.Core.Events;
namespace BaseGames.Input
{
[CreateAssetMenu(menuName = "BaseGames/Input/InputReader")]
public class InputReaderSO : ScriptableObject
{
[SerializeField] private InputActionAsset _inputActions;
[SerializeField] private VoidEventChannelSO _onPauseRequested;
// ── Gameplay Events ───────────────────────────────────────────────────
public event Action<Vector2> MoveEvent;
public event Action JumpStartedEvent;
public event Action JumpCancelledEvent;
public event Action AttackEvent;
public event Action ParryEvent;
public event Action DashEvent;
public event Action UseSpringEvent;
public event Action SwitchSkyFormEvent;
public event Action SwitchEarthFormEvent;
public event Action SwitchDeathFormEvent;
public event Action SoulSkillEvent;
public event Action SpiritSkill1StartedEvent;
public event Action SpiritSkill1CancelledEvent;
public event Action SpiritSkill2StartedEvent;
public event Action SpiritSkill2CancelledEvent;
public event Action SpellCastEvent;
public event Action InteractEvent;
public event Action InteractCancelledEvent;
// ── UI Events ─────────────────────────────────────────────────────────
public event Action PauseEvent;
public event Action<Vector2> NavigateEvent;
public event Action SubmitEvent;
public event Action CancelEvent;
public event Action<Vector2> PointEvent;
// ── Polling ───────────────────────────────────────────────────────────
public Vector2 MoveInput { get; private set; }
// ── Runtime state ─────────────────────────────────────────────────────
private InputActionMap _gameplay;
private InputActionMap _ui;
private bool _isBound;
private void EnsureInitialized()
{
if (_inputActions == null)
{
Debug.LogError("[InputReaderSO] _inputActions is NULL! Asset not assigned in inspector?");
return;
}
// Always disable first so the Input System tears down stale state,
// then re-enable to create a fresh state for this Play session.
_inputActions.Disable();
_inputActions.Enable();
_gameplay = _inputActions.FindActionMap("Gameplay", throwIfNotFound: false);
if (_gameplay == null)
Debug.LogError("[InputReaderSO] Could not find 'Gameplay' action map in asset!");
_ui = _inputActions.FindActionMap("UI", throwIfNotFound: false);
if (_ui == null)
Debug.LogWarning("[InputReaderSO] Could not find 'UI' action map in asset!");
if (_gameplay != null && !_isBound)
{
BindActions();
}
}
private void OnEnable()
{
Debug.Assert(_onPauseRequested != null,
"[InputReaderSO] _onPauseRequested 未赋值,请在 Inspector 中指定 EVT_PauseRequested。", this);
// Reset private state on every OnEnable so stale ScriptableObject
// references from a previous Play session don't cause
// 'Map must be contained in state' errors.
_gameplay = null;
_ui = null;
_isBound = false;
EnsureInitialized();
}
private void OnDisable()
{
_gameplay?.Disable();
_ui?.Disable();
_isBound = false;
}
// ── Action Map Switching ──────────────────────────────────────────────
public void EnableGameplayInput()
{
// Disable UI map if it's active
if (_ui != null && _ui.enabled)
{
_ui.Disable();
}
// Ensure gameplay map is enabled
if (_gameplay != null && !_gameplay.enabled)
{
_gameplay.Enable();
}
else if (_gameplay == null)
{
Debug.LogError("[InputReaderSO.EnableGameplayInput] _gameplay is NULL!");
}
}
public void EnableUIInput()
{
// Disable gameplay map if it's active
if (_gameplay != null && _gameplay.enabled)
{
_gameplay.Disable();
}
// Ensure UI map is enabled
if (_ui != null && !_ui.enabled)
{
_ui.Enable();
}
else if (_ui == null)
{
Debug.LogWarning("[InputReaderSO.EnableUIInput] _ui is NULL!");
}
}
public void DisableAllInput() { _gameplay?.Disable(); _ui?.Disable(); }
// ── Binding ───────────────────────────────────────────────────────────
private void BindActions()
{
if (_gameplay == null)
{
Debug.LogWarning("[InputReaderSO.BindActions] Skipped: _gameplay is NULL");
return;
}
BindPerformed(_gameplay, "Move", ctx =>
{
MoveInput = ctx.ReadValue<Vector2>();
MoveEvent?.Invoke(MoveInput);
});
BindCanceled(_gameplay, "Move", _ =>
{
MoveInput = Vector2.zero;
MoveEvent?.Invoke(Vector2.zero);
});
BindStarted(_gameplay, "Jump", () => JumpStartedEvent?.Invoke());
BindCanceled(_gameplay, "Jump", () => JumpCancelledEvent?.Invoke());
BindStarted(_gameplay, "Attack", () => AttackEvent?.Invoke());
BindStarted(_gameplay, "Parry", () => ParryEvent?.Invoke());
BindStarted(_gameplay, "Dash", () => DashEvent?.Invoke());
BindStarted(_gameplay, "UseSpring", () => UseSpringEvent?.Invoke());
BindStarted(_gameplay, "SwitchSkyForm", () => SwitchSkyFormEvent?.Invoke());
BindStarted(_gameplay, "SwitchEarthForm", () => SwitchEarthFormEvent?.Invoke());
BindStarted(_gameplay, "SwitchDeathForm", () => SwitchDeathFormEvent?.Invoke());
BindStarted(_gameplay, "SoulSkill", () => SoulSkillEvent?.Invoke());
BindStarted(_gameplay, "SpiritSkill1", () => SpiritSkill1StartedEvent?.Invoke());
BindCanceled(_gameplay, "SpiritSkill1", () => SpiritSkill1CancelledEvent?.Invoke());
BindStarted(_gameplay, "SpiritSkill2", () => SpiritSkill2StartedEvent?.Invoke());
BindCanceled(_gameplay, "SpiritSkill2", () => SpiritSkill2CancelledEvent?.Invoke());
BindStarted(_gameplay, "Spell", () => SpellCastEvent?.Invoke());
BindStarted(_gameplay, "Interact", () => InteractEvent?.Invoke());
BindCanceled(_gameplay, "Interact", () => InteractCancelledEvent?.Invoke());
BindStarted(_gameplay, "Pause", HandlePause);
if (_ui != null)
{
BindPerformed(_ui, "Navigate", ctx => NavigateEvent?.Invoke(ctx.ReadValue<Vector2>()));
BindCanceled(_ui, "Navigate", _ => NavigateEvent?.Invoke(Vector2.zero));
BindStarted(_ui, "Submit", () => SubmitEvent?.Invoke());
BindStarted(_ui, "Cancel", () => CancelEvent?.Invoke());
BindStarted(_ui, "Pause", HandlePause);
BindPerformed(_ui, "Point", ctx => PointEvent?.Invoke(ctx.ReadValue<Vector2>()));
}
_isBound = true;
}
private void HandlePause()
{
PauseEvent?.Invoke();
_onPauseRequested?.Raise();
}
private static void BindStarted(InputActionMap map, string name, Action callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null)
{
action.started += _ => callback();
}
else
{
Debug.LogWarning($"[BindStarted] Action '{name}' not found in map");
}
}
private static void BindPerformed(InputActionMap map, string name,
Action<InputAction.CallbackContext> callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.performed += callback;
}
private static void BindCanceled(InputActionMap map, string name,
Action<InputAction.CallbackContext> callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.canceled += callback;
}
private static void BindCanceled(InputActionMap map, string name, Action callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.canceled += _ => callback();
}
// ── Rebinding API (P4-3) ──────────────────────────────────────────────
private const string PrefKey = "InputBindings";
/// <summary>查找单个 Action供 RebindActionRow 显示当前绑定路径)。</summary>
public InputAction FindAction(string name)
=> _inputActions?.FindAction(name);
/// <summary>返回 Gameplay Map 所有 Action供 ConflictDetector 扫描冲突)。</summary>
public IEnumerable<InputAction> GetAllActionMap()
{
var map = _inputActions?.FindActionMap("Gameplay");
return map != null ? (IEnumerable<InputAction>)map.actions : Array.Empty<InputAction>();
}
/// <summary>
/// 启动交互式重绑定Unity InputSystem RebindingOperation
/// 调用方无需持有返回值;完成或取消后自动 Dispose。
/// </summary>
public void StartRebinding(
string actionName, int bindingIndex, Action onComplete, Action onCancel)
{
var action = _inputActions?.FindAction(actionName);
if (action == null) { onCancel?.Invoke(); return; }
action.Disable();
action.PerformInteractiveRebinding(bindingIndex)
.OnComplete(op => { op.Dispose(); action.Enable(); onComplete?.Invoke(); })
.OnCancel(op => { op.Dispose(); action.Enable(); onCancel?.Invoke(); })
.Start();
}
/// <summary>将当前绑定覆盖序列化为 JSON存入 PlayerPrefskey = "InputBindings")。</summary>
public void SaveBindingOverrides()
{
if (_inputActions == null) return;
PlayerPrefs.SetString(PrefKey, _inputActions.SaveBindingOverridesAsJson());
PlayerPrefs.Save();
}
/// <summary>从 PlayerPrefs 加载并应用绑定覆盖(首次启动时无操作)。</summary>
public void LoadBindingOverrides()
{
if (_inputActions != null && PlayerPrefs.HasKey(PrefKey))
_inputActions.LoadBindingOverridesFromJson(PlayerPrefs.GetString(PrefKey));
}
/// <summary>重置所有绑定为默认值并清除 PlayerPrefs 记录。</summary>
public void ResetBindings()
{
_inputActions?.RemoveAllBindingOverrides();
PlayerPrefs.DeleteKey(PrefKey);
}
}
}