70 lines
2.4 KiB
C#
70 lines
2.4 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public abstract class InputBase : MonoBehaviour
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{
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public Action<AttackState> AttackCallback;
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public abstract float GetMovementDirection();
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}
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public class Input : InputBase
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{
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// Will want to create an "Input Actions" asset, this should allow the user to set their bindings in a menu and I'll be able to load that during the game.
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// The above is super important for this prototype, but could be used for all other prototypes.
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public InputActionAsset controlScheme;
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private InputActionMap _inputActionMap;
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private InputAction _movementAction;
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//private InputAction _jumpAction;
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//private InputAction _crouchAction;
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private InputAction _lightPunch;
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private InputAction _mediumPunch;
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private InputAction _heavyPunch;
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// This looks dumb, but I think will make the AI setup better.
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public override float GetMovementDirection()
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{
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return _movementAction.ReadValue<float>();
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}
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private void Start()
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{
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_inputActionMap = controlScheme.FindActionMap("P1");
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_movementAction = _inputActionMap["MovementAction"];
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_movementAction.Enable();
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_lightPunch = _inputActionMap["LightPunch"];
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_lightPunch.Enable();
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_lightPunch.performed += LightPunchPerformed;
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_mediumPunch = _inputActionMap["MediumPunch"];
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_mediumPunch.Enable();
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_mediumPunch.performed += MediumPunchPerformed;
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_heavyPunch = _inputActionMap["HeavyPunch"];
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_heavyPunch.Enable();
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_heavyPunch.performed += HeavyPunchPerformed;
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}
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// TODO: probably need to handle input better.
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// In terms of performance this is good, 0 latency from when the program gets the input and the animation starting.
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// Obviously this will change as I think buffered input is good, but it's nice to know that I'm starting at 0ms.
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// Also as combos and buffered input become a thing I'll want to handle this differently, maybe a flag/bitmask?
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private void HeavyPunchPerformed(InputAction.CallbackContext obj)
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{
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AttackCallback(AttackState.Heavy);
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}
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private void MediumPunchPerformed(InputAction.CallbackContext obj)
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{
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AttackCallback(AttackState.Medium);
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}
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private void LightPunchPerformed(InputAction.CallbackContext obj)
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{
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AttackCallback(AttackState.Light);
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}
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}
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