[Player][Input] Switch to generic input consumption interface. Version package json file
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55
Assets/Input/PlayerTouchActions.inputactions
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55
Assets/Input/PlayerTouchActions.inputactions
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@@ -0,0 +1,55 @@
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{
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"version": 1,
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"name": "PlayerTouchActions",
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"maps": [
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{
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"name": "DefaultActionMap",
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"id": "53d55b3c-f7c2-4706-a857-c615ecb16ff7",
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"actions": [
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{
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"name": "TouchPosition",
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"type": "Value",
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"id": "f615672c-a395-4335-826c-d14ae764c4b5",
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"expectedControlType": "Vector2",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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},
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{
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"name": "TouchPress",
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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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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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}
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],
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"bindings": [
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{
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"name": "",
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"id": "94ea85eb-4b37-460d-8b4d-518d80e63349",
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"path": "<Touchscreen>/position",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "TouchPosition",
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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": "f3dcd77f-15e5-4621-af67-001e6b08e3e6",
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"path": "<Touchscreen>/Press",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "TouchPress",
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"isComposite": false,
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"isPartOfComposite": false
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}
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]
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}
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],
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"controlSchemes": []
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}
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@@ -119,6 +119,80 @@ NavMeshSettings:
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m_Layer: 0
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m_Name: InputManager
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m_TagString: Untagged
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m_NavMeshLayer: 0
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m_NotificationBehavior: 3
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m_DeviceLostEvent:
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m_PersistentCalls:
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m_Calls: []
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m_DeviceRegainedEvent:
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m_PersistentCalls:
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m_Calls: []
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m_ControlsChangedEvent:
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m_PersistentCalls:
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m_Calls: []
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m_ActionEvents: []
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m_NeverAutoSwitchControlSchemes: 0
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m_DefaultControlScheme:
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m_DefaultActionMap: DefaultActionMap
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m_SplitScreenIndex: -1
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -22103,3 +22177,4 @@ SceneRoots:
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- {fileID: 1741016590}
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- {fileID: 1728894746}
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- {fileID: 8865498003578620591}
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- {fileID: 954512636}
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8
Assets/Scripts/ITouchInputConsumer.cs
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8
Assets/Scripts/ITouchInputConsumer.cs
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using UnityEngine;
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public interface ITouchInputConsumer
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{
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void OnTouchPress(Vector2 screenPosition);
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void OnTouchPosition(Vector2 screenPosition);
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}
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76
Assets/Scripts/InputManager.cs
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76
Assets/Scripts/InputManager.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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using System;
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public class InputManager : MonoBehaviour
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{
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public static InputManager Instance { get; private set; }
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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 ITouchInputConsumer defaultConsumer;
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void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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playerInput = GetComponent<PlayerInput>();
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if (playerInput == null)
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{
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Debug.LogError("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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}
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void OnEnable()
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{
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if (touchPressAction != null)
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touchPressAction.performed += OnTouchPressPerformed;
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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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touchPressAction.performed -= OnTouchPressPerformed;
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if (touchPositionAction != null)
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touchPositionAction.performed -= OnTouchPositionPerformed;
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}
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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 OnTouchPressPerformed(InputAction.CallbackContext ctx)
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{
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// For button actions, you may want to use InputValue or just handle the event
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// If you need position, you can read it from touchPositionAction
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Vector3 _screenPos = Camera.main.ScreenToWorldPoint(touchPositionAction.ReadValue<Vector2>());
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Vector2 screenPos = new Vector2(_screenPos.x, _screenPos.y);
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if (!TryDelegateToInteractable(screenPos))
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defaultConsumer?.OnTouchPress(screenPos);
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}
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private void OnTouchPositionPerformed(InputAction.CallbackContext ctx)
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{
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Vector2 pos = ctx.ReadValue<Vector2>();
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defaultConsumer?.OnTouchPosition(pos);
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}
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private bool TryDelegateToInteractable(Vector2 screenPos)
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{
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// TODO: Raycast logic to find ITouchInputConsumer at screenPos
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// For now, always return false (no interactable found)
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return false;
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}
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}
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@@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
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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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public class PlayerTouchController : MonoBehaviour
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public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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{
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public float moveSpeed = 5f;
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public float stopDistance = 0.1f;
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@@ -32,64 +32,40 @@ public class PlayerTouchController : MonoBehaviour
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hasTarget = false;
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}
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void Update()
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void OnEnable()
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{
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InputManager.Instance?.SetDefaultConsumer(this);
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}
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// Remove Update and HandleInput
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public void OnTouchPress(Vector2 worldPosition)
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{
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Debug.Log($"PlayerTouchController.OnTouchPress received worldPosition: {worldPosition}");
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SetTargetPosition(worldPosition);
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}
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public void OnTouchPosition(Vector2 screenPosition)
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{
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Debug.Log($"PlayerTouchController.OnTouchPosition called with screenPosition: {screenPosition}");
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// Optionally handle drag/move here
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}
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void SetTargetPosition(Vector2 worldPosition)
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{
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Debug.Log($"PlayerTouchController.SetTargetPosition: worldPosition={worldPosition}");
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targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
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hasTarget = true;
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}
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void FixedUpdate()
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{
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HandleInput();
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if (hasTarget)
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{
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MoveTowardsTarget();
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}
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}
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void HandleInput()
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{
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#if ENABLE_INPUT_SYSTEM
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// Using the new Unity Input System (InputSystem package) only.
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// Touch input (mobile)
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if (Touchscreen.current != null && Touchscreen.current.touches.Count > 0)
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{
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var touch = Touchscreen.current.touches[0];
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// press indicates the touch is down; use position even while moved/held
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if (touch.press != null && touch.press.isPressed)
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{
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Vector2 pos = touch.position.ReadValue();
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SetTargetFromScreenPoint(new Vector3(pos.x, pos.y, 0f));
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return;
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}
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}
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// Mouse support (Editor/PC)
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if (Mouse.current != null && Mouse.current.leftButton != null && Mouse.current.leftButton.isPressed)
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{
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Vector2 mpos = Mouse.current.position.ReadValue();
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SetTargetFromScreenPoint(new Vector3(mpos.x, mpos.y, 0f));
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}
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#else
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// Input System package not yet enabled/installed. Provide a helpful runtime message.
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// This branch ensures the script compiles until the package is installed and Player Settings are set.
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if (Application.isPlaying)
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{
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Debug.LogError("PlayerTouchController: New Input System is not enabled. Install 'com.unity.inputsystem' and set Active Input Handling to 'Input System Package' (or Both) in Player Settings, then restart the Editor.");
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}
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#endif
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}
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void SetTargetFromScreenPoint(Vector3 screenPoint)
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{
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Camera cam = Camera.main;
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if (cam == null)
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{
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Debug.LogWarning("PlayerTouchController: No Camera.main found.");
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return;
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}
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// Convert screen point to world point at the player's depth
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Vector3 worldPoint = cam.ScreenToWorldPoint(new Vector3(screenPoint.x, screenPoint.y, cam.WorldToScreenPoint(transform.position).z));
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// For 2D top-down games using orthographic camera, z will be player's z already.
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targetPosition = worldPoint;
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hasTarget = true;
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}
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void MoveTowardsTarget()
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{
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// Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform.
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