Big Input refactor
This commit is contained in:
@@ -16,7 +16,7 @@
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"initialStateCheck": true
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},
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{
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"name": "TouchPress",
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"name": "TapMove",
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"type": "Button",
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"id": "a77a5b0d-26e8-4b6c-b23b-828c50b3108f",
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"expectedControlType": "",
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@@ -25,10 +25,10 @@
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"initialStateCheck": false
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},
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{
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"name": "TouchDelta",
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"type": "Value",
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"name": "HoldMove",
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"type": "Button",
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"id": "99ae0aa3-a70e-4afc-8a8a-c7d6144fa75b",
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"expectedControlType": "Vector2",
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"expectedControlType": "",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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@@ -50,21 +50,21 @@
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"name": "",
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"id": "f3dcd77f-15e5-4621-af67-001e6b08e3e6",
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"path": "<Touchscreen>/Press",
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"interactions": "Press(behavior=2)",
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"interactions": "Tap(duration=0.2)",
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"processors": "",
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"groups": "",
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"action": "TouchPress",
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"action": "TapMove",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "19cc6a3f-9316-4da5-8e35-8297e02b8f6c",
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"path": "<Touchscreen>/delta",
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"interactions": "",
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"path": "<Touchscreen>/Press",
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"interactions": "Hold(duration=0.2)",
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"processors": "",
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"groups": "",
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"action": "TouchDelta",
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"action": "HoldMove",
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"isComposite": false,
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"isPartOfComposite": false
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}
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@@ -1,5 +1,9 @@
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using UnityEngine;
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/// <summary>
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/// Handles endless descender movement in response to tap and hold input events.
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/// Moves the character horizontally to follow the finger or tap position.
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/// </summary>
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public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
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{
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private float targetFingerX;
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@@ -20,45 +24,41 @@ public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
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isTouchActive = false;
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}
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// Implement new ITouchInputConsumer contract
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/// <summary>
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/// Handles tap input. Moves to the tapped X position.
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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// Treat tap as a quick move to the tapped X position
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Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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isTouchActive = true;
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}
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public void OnDragStart(Vector2 position)
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{
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//
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}
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public void OnDrag(Vector2 position)
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{
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//
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}
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public void OnDragEnd(Vector2 position)
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{
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//
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}
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/// <summary>
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/// Handles the start of a hold input. Begins tracking the finger.
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/// </summary>
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public void OnHoldStart(Vector2 worldPosition)
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{
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// Start hold, update target X
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Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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isTouchActive = true;
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}
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public void OnHold(Vector2 worldPosition)
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/// <summary>
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/// Handles hold move input. Updates the target X position as the finger moves.
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/// </summary>
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public void OnHoldMove(Vector2 worldPosition)
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{
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// Update target x as finger moves
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Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
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targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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}
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/// <summary>
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/// Handles the end of a hold input. Stops tracking.
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/// </summary>
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public void OnHoldEnd(Vector2 worldPosition)
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{
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// Stop hold
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Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
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isTouchActive = false;
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}
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@@ -87,9 +87,5 @@ public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
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newY += wobble.VerticalOffset;
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}
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transform.position = new Vector3(newX, newY, transform.position.z);
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// Debug.Log($"EndlessDescenderController: Moved from {oldPos} to {transform.position} (targetX={targetX}, lerpSpeed={lerpSpeed}, offset={offset}, exponent={exponent}, moveStep={moveStep})");
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}
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// Optionally, handle touch release if needed
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// You can add a method to reset isTouchActive if desired
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}
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@@ -3,10 +3,7 @@
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public interface ITouchInputConsumer
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{
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void OnTap(Vector2 position);
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void OnDragStart(Vector2 position);
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void OnDrag(Vector2 position);
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void OnDragEnd(Vector2 position);
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void OnHoldStart(Vector2 position);
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void OnHold(Vector2 position);
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void OnHoldMove(Vector2 position);
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void OnHoldEnd(Vector2 position);
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}
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@@ -1,7 +1,10 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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using System;
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/// <summary>
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/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
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/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
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/// </summary>
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public class InputManager : MonoBehaviour
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{
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private static InputManager _instance;
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@@ -24,20 +27,11 @@ public class InputManager : MonoBehaviour
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}
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private PlayerInput playerInput;
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private InputAction touchPressAction;
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private InputAction touchPositionAction;
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private InputAction tapMoveAction;
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private InputAction holdMoveAction;
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private InputAction positionAction;
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private ITouchInputConsumer defaultConsumer;
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private bool isTouchHeld = false;
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private bool lastFrameInteracted = false;
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// Tap/drag detection state
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private Vector2 pressStartPosition;
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private float pressStartTime;
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private bool isPressed = false;
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private bool isDragging = false;
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private float dragThreshold = 10f; // pixels
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private float tapTimeThreshold = 0.2f; // seconds
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private bool isHoldActive;
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void Awake()
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{
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@@ -49,98 +43,112 @@ public class InputManager : MonoBehaviour
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Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
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return;
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}
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// Find actions by name in the assigned action map
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touchPressAction = playerInput.actions.FindAction("TouchPress", false);
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touchPositionAction = playerInput.actions.FindAction("TouchPosition", false);
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tapMoveAction = playerInput.actions.FindAction("TapMove", false);
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holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
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positionAction = playerInput.actions.FindAction("TouchPosition", false);
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}
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void OnEnable()
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{
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if (touchPressAction != null)
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if (tapMoveAction != null)
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tapMoveAction.performed += OnTapMovePerformed;
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if (holdMoveAction != null)
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{
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touchPressAction.started += OnTouchPressStarted;
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touchPressAction.canceled += OnTouchPressCanceled;
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holdMoveAction.performed += OnHoldMoveStarted;
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holdMoveAction.canceled += OnHoldMoveCanceled;
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}
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if (touchPositionAction != null)
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touchPositionAction.performed += OnTouchPositionPerformed;
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}
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void OnDisable()
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{
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if (touchPressAction != null)
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if (tapMoveAction != null)
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tapMoveAction.performed -= OnTapMovePerformed;
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if (holdMoveAction != null)
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{
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touchPressAction.started -= OnTouchPressStarted;
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touchPressAction.canceled -= OnTouchPressCanceled;
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holdMoveAction.performed -= OnHoldMoveStarted;
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holdMoveAction.canceled -= OnHoldMoveCanceled;
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}
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if (touchPositionAction != null)
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touchPositionAction.performed -= OnTouchPositionPerformed;
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}
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/// <summary>
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/// Sets the default ITouchInputConsumer to receive input events.
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/// </summary>
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public void SetDefaultConsumer(ITouchInputConsumer consumer)
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{
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defaultConsumer = consumer;
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}
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private void OnTouchPressStarted(InputAction.CallbackContext ctx)
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/// <summary>
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/// Handles tap input, delegates to interactable if present, otherwise to default consumer.
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/// </summary>
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private void OnTapMovePerformed(InputAction.CallbackContext ctx)
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{
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// Touch started (finger down)
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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lastFrameInteracted = TryDelegateToInteractable(worldPos2D);
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if (!lastFrameInteracted)
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Debug.Log($"[InputManager] TapMove performed at {worldPos2D}");
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if (!TryDelegateToInteractable(worldPos2D))
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{
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pressStartPosition = screenPos;
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pressStartTime = Time.time;
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isPressed = true;
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isDragging = false;
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defaultConsumer?.OnHoldStart(worldPos2D);
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Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
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defaultConsumer?.OnTap(worldPos2D);
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}
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else
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{
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Debug.Log("[InputManager] Tap delegated to interactable");
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}
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}
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private void OnTouchPressCanceled(InputAction.CallbackContext ctx)
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/// <summary>
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/// Handles the start of a hold input.
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/// </summary>
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private void OnHoldMoveStarted(InputAction.CallbackContext ctx)
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{
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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isHoldActive = true;
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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if (!lastFrameInteracted)
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{
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float timeHeld = Time.time - pressStartTime;
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float dist = Vector2.Distance(screenPos, pressStartPosition);
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if (!isDragging && timeHeld < tapTimeThreshold && dist < dragThreshold)
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{
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defaultConsumer?.OnTap(worldPos2D);
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}
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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isPressed = false;
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isDragging = false;
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lastFrameInteracted = false;
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Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
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defaultConsumer?.OnHoldStart(worldPos2D);
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}
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private void OnTouchPositionPerformed(InputAction.CallbackContext ctx)
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/// <summary>
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/// Handles the end of a hold input.
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/// </summary>
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private void OnHoldMoveCanceled(InputAction.CallbackContext ctx)
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{
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// No longer needed, OnTouchHeld will be handled in Update
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if (!isHoldActive) return;
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isHoldActive = false;
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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/// <summary>
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/// Continuously updates hold move input while active.
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/// </summary>
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void Update()
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{
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if (isPressed && touchPositionAction != null)
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if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed)
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{
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Vector2 screenPos = touchPositionAction.ReadValue<Vector2>();
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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defaultConsumer?.OnHold(worldPos2D);
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Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
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defaultConsumer?.OnHoldMove(worldPos2D);
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}
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}
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/// <summary>
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/// Attempts to delegate a tap to an interactable at the given world position.
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/// </summary>
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private bool TryDelegateToInteractable(Vector2 worldPos)
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{
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// Raycast at the world position to find an Interactable
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Collider2D hit = Physics2D.OverlapPoint(worldPos);
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if (hit != null)
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{
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var interactable = hit.GetComponent<Interactable>();
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var interactable = hit.GetComponent<ITouchInputConsumer>();
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if (interactable != null)
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{
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interactable.OnTap(worldPos);
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@@ -1,6 +1,9 @@
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using UnityEngine;
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using System;
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/// <summary>
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/// Represents an interactable object that can respond to tap input events.
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/// </summary>
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public class Interactable : MonoBehaviour, ITouchInputConsumer
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{
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public event Action StartedInteraction;
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@@ -13,21 +16,25 @@ public class Interactable : MonoBehaviour, ITouchInputConsumer
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stepBehaviour = GetComponent<ObjectiveStepBehaviour>();
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}
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// Implement new ITouchInputConsumer contract
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/// <summary>
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/// Handles tap input. Triggers interaction logic.
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
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StartedInteraction?.Invoke();
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}
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public void OnDragStart(Vector2 worldPosition) { }
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public void OnDrag(Vector2 worldPosition) { }
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public void OnDragEnd(Vector2 worldPosition) { }
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public void OnHoldStart(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHold(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHoldEnd(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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/// <summary>
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/// No hold behavior for interactables.
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/// </summary>
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public void OnHoldStart(Vector2 worldPosition) { }
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public void OnHoldMove(Vector2 worldPosition) { }
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public void OnHoldEnd(Vector2 worldPosition) { }
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// Called when the follower arrives at this interactable
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/// <summary>
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/// Called when the follower arrives at this interactable.
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/// </summary>
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public bool OnFollowerArrived(FollowerController follower)
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{
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// Check if step is locked here
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@@ -2,67 +2,61 @@
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using Pathfinding; // Add this at the top
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using Pathfinding;
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// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
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// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
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/// <summary>
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/// Handles player movement in response to tap and hold input events.
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/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
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/// </summary>
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public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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{
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Vector3 targetPosition;
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bool hasTarget = false;
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// --- Movement State ---
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private Vector3 targetPosition;
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private bool hasTarget = false;
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private Vector3 directMoveVelocity = Vector3.zero;
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private bool isHolding = false;
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private Vector2 lastHoldPosition;
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private Coroutine pathfindingDragCoroutine;
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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private bool pendingTap = false; // Track if OnHoldEnd is following a tap (legacy, see below)
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Rigidbody rb3d;
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Rigidbody2D rb2d;
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AIPath aiPath; // Reference to AIPath
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// --- Unity/Component References ---
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private AIPath aiPath;
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private Animator animator;
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private Transform artTransform;
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// For direct movement mode
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private Vector3 directMoveVelocity = Vector3.zero;
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// --- MoveToAndNotify State ---
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public delegate void ArrivedAtTargetHandler();
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public event ArrivedAtTargetHandler OnArrivedAtTarget;
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public event System.Action OnMoveToCancelled;
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private Coroutine moveToCoroutine;
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private bool interruptMoveTo = false;
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private bool isDragging = false;
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private Coroutine pathfindingDragCoroutine; // For pathfinding drag updates
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private Vector2 lastDragPosition; // Store last drag position
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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private bool pendingTap = false; // Track if OnHoldEnd is following a tap
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void Awake()
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{
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rb3d = GetComponent<Rigidbody>();
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rb2d = GetComponent<Rigidbody2D>();
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aiPath = GetComponent<AIPath>(); // Get AIPath component
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// Find art prefab and animator
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aiPath = GetComponent<AIPath>();
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artTransform = transform.Find("CharacterArt");
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if (artTransform != null)
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{
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animator = artTransform.GetComponent<Animator>();
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}
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else
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{
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animator = GetComponentInChildren<Animator>(); // fallback
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}
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animator = GetComponentInChildren<Animator>();
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}
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void Start()
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{
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// Initialize target to current position so object doesn't snap
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targetPosition = transform.position;
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hasTarget = false;
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// Register as default consumer in Start, after InputManager is likely initialized
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InputManager.Instance?.SetDefaultConsumer(this);
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}
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// Implement new ITouchInputConsumer contract
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/// <summary>
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/// Handles tap input. Always uses pathfinding to move to the tapped location.
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/// Cancels any in-progress MoveToAndNotify.
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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InterruptMoveTo();
|
||||
Debug.Log($"[PlayerTouchController] OnTap at {worldPosition}");
|
||||
pendingTap = true;
|
||||
if (aiPath != null)
|
||||
{
|
||||
aiPath.enabled = true;
|
||||
@@ -70,16 +64,20 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
aiPath.isStopped = false;
|
||||
SetTargetPosition(worldPosition);
|
||||
directMoveVelocity = Vector3.zero;
|
||||
isDragging = false;
|
||||
isHolding = false;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Hold-based tracking ---
|
||||
/// <summary>
|
||||
/// Handles the start of a hold input. Begins tracking the finger and uses the correct movement mode.
|
||||
/// Cancels any in-progress MoveToAndNotify.
|
||||
/// </summary>
|
||||
public void OnHoldStart(Vector2 worldPosition)
|
||||
{
|
||||
pendingTap = false;
|
||||
lastDragPosition = worldPosition;
|
||||
isDragging = true;
|
||||
InterruptMoveTo();
|
||||
Debug.Log($"[PlayerTouchController] OnHoldStart at {worldPosition}");
|
||||
lastHoldPosition = worldPosition;
|
||||
isHolding = true;
|
||||
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding && aiPath != null)
|
||||
{
|
||||
aiPath.enabled = true;
|
||||
@@ -93,10 +91,13 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHold(Vector2 worldPosition)
|
||||
/// <summary>
|
||||
/// Handles hold move input. Updates the target position for direct or pathfinding movement.
|
||||
/// </summary>
|
||||
public void OnHoldMove(Vector2 worldPosition)
|
||||
{
|
||||
if (!isDragging) return;
|
||||
lastDragPosition = worldPosition;
|
||||
if (!isHolding) return;
|
||||
lastHoldPosition = worldPosition;
|
||||
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
|
||||
{
|
||||
if (aiPath != null && aiPath.enabled) aiPath.enabled = false;
|
||||
@@ -105,9 +106,13 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
// If pathfinding, coroutine will update destination
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the end of a hold input. Stops tracking and disables movement as needed.
|
||||
/// </summary>
|
||||
public void OnHoldEnd(Vector2 worldPosition)
|
||||
{
|
||||
isDragging = false;
|
||||
Debug.Log($"[PlayerTouchController] OnHoldEnd at {worldPosition}");
|
||||
isHolding = false;
|
||||
directMoveVelocity = Vector3.zero;
|
||||
if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding)
|
||||
{
|
||||
@@ -117,22 +122,17 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
pathfindingDragCoroutine = null;
|
||||
}
|
||||
}
|
||||
// Only disable aiPath in direct mode if this was a hold/drag, not a tap
|
||||
if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && !pendingTap)
|
||||
if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
|
||||
{
|
||||
aiPath.enabled = false;
|
||||
}
|
||||
pendingTap = false; // Reset after handling
|
||||
}
|
||||
|
||||
// --- Drag methods are now no-ops for movement tracking ---
|
||||
public void OnDragStart(Vector2 worldPosition) { }
|
||||
public void OnDrag(Vector2 worldPosition) { }
|
||||
public void OnDragEnd(Vector2 worldPosition) { }
|
||||
|
||||
void SetTargetPosition(Vector2 worldPosition)
|
||||
/// <summary>
|
||||
/// Sets the target position for pathfinding movement.
|
||||
/// </summary>
|
||||
private void SetTargetPosition(Vector2 worldPosition)
|
||||
{
|
||||
Debug.Log($"[PlayerTouchController] SetTargetPosition: worldPosition={worldPosition}");
|
||||
targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
|
||||
hasTarget = true;
|
||||
if (aiPath != null)
|
||||
@@ -141,15 +141,13 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
|
||||
aiPath.canMove = true;
|
||||
aiPath.isStopped = false;
|
||||
Debug.Log($"[PlayerTouchController] AIPath destination set to {targetPosition}, canMove={aiPath.canMove}, isStopped={aiPath.isStopped}, enabled={aiPath.enabled}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("AIPath component not found, falling back to direct movement");
|
||||
}
|
||||
}
|
||||
|
||||
void MoveDirectlyTo(Vector2 worldPosition)
|
||||
/// <summary>
|
||||
/// Moves the player directly towards the specified world position.
|
||||
/// </summary>
|
||||
private void MoveDirectlyTo(Vector2 worldPosition)
|
||||
{
|
||||
if (aiPath == null) return;
|
||||
Vector3 current = transform.position;
|
||||
@@ -158,14 +156,10 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
Vector3 direction = toTarget.normalized;
|
||||
float maxSpeed = aiPath.maxSpeed;
|
||||
float acceleration = aiPath.maxAcceleration;
|
||||
// Accelerate velocity toward target direction
|
||||
directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
|
||||
// Clamp velocity to max speed
|
||||
if (directMoveVelocity.magnitude > maxSpeed)
|
||||
directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
|
||||
// Move the player
|
||||
Vector3 move = directMoveVelocity * Time.deltaTime;
|
||||
// Don't overshoot the target
|
||||
if (move.magnitude > toTarget.magnitude)
|
||||
move = toTarget;
|
||||
transform.position += move;
|
||||
@@ -176,7 +170,7 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
if (animator != null && aiPath != null)
|
||||
{
|
||||
float normalizedSpeed = 0f;
|
||||
if (isDragging)
|
||||
if (isHolding && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
|
||||
{
|
||||
normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
|
||||
}
|
||||
@@ -188,11 +182,25 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
}
|
||||
}
|
||||
|
||||
// Remove FixedUpdate and MoveTowardsTarget, as AIPath handles movement
|
||||
/// <summary>
|
||||
/// Coroutine for updating the AIPath destination during pathfinding hold movement.
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
|
||||
{
|
||||
while (isHolding && aiPath != null)
|
||||
{
|
||||
aiPath.destination = new Vector3(lastHoldPosition.x, lastHoldPosition.y, transform.position.z);
|
||||
yield return new WaitForSeconds(pathfindingDragUpdateInterval);
|
||||
}
|
||||
}
|
||||
|
||||
// Move to a target position, notify when arrived
|
||||
/// <summary>
|
||||
/// Moves the player to a specific target position and notifies via events when arrived or cancelled.
|
||||
/// This is used by systems like Pickup.cs to orchestrate movement.
|
||||
/// </summary>
|
||||
public void MoveToAndNotify(Vector3 target)
|
||||
{
|
||||
// Cancel any previous move-to coroutine
|
||||
if (moveToCoroutine != null)
|
||||
{
|
||||
StopCoroutine(moveToCoroutine);
|
||||
@@ -201,15 +209,21 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancels any in-progress MoveToAndNotify operation and fires the cancellation event.
|
||||
/// </summary>
|
||||
public void InterruptMoveTo()
|
||||
{
|
||||
interruptMoveTo = true;
|
||||
isDragging = false;
|
||||
isHolding = false;
|
||||
directMoveVelocity = Vector3.zero;
|
||||
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && aiPath != null) aiPath.enabled = false;
|
||||
OnMoveToCancelled?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine for moving the player to a target position and firing arrival/cancel events.
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
|
||||
{
|
||||
hasTarget = true;
|
||||
@@ -238,15 +252,7 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
}
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
|
||||
{
|
||||
Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine started");
|
||||
while (isDragging && aiPath != null)
|
||||
{
|
||||
aiPath.destination = new Vector3(lastDragPosition.x, lastDragPosition.y, transform.position.z);
|
||||
Debug.Log($"[PlayerTouchController] Updating aiPath.destination to {aiPath.destination}");
|
||||
yield return new WaitForSeconds(pathfindingDragUpdateInterval);
|
||||
}
|
||||
Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine stopped");
|
||||
}
|
||||
// --- Legacy/Unused fields ---
|
||||
// pendingTap: This field is not used in the current input flow. If you are not using tap/hold distinction logic elsewhere, consider removing it.
|
||||
// If you want to remove it, please confirm and I will do so.
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user