[Player][Input] Switch to generic input consumption interface. Version package json file

This commit is contained in:
Michal Pikulski
2025-09-01 15:04:15 +02:00
parent 90782f0fb0
commit 1a5126a259
7 changed files with 743 additions and 52 deletions

View File

@@ -0,0 +1,8 @@
using UnityEngine;
public interface ITouchInputConsumer
{
void OnTouchPress(Vector2 screenPosition);
void OnTouchPosition(Vector2 screenPosition);
}

View File

@@ -0,0 +1,76 @@
using UnityEngine;
using UnityEngine.InputSystem;
using System;
public class InputManager : MonoBehaviour
{
public static InputManager Instance { get; private set; }
private PlayerInput playerInput;
private InputAction touchPressAction;
private InputAction touchPositionAction;
private ITouchInputConsumer defaultConsumer;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
playerInput = GetComponent<PlayerInput>();
if (playerInput == null)
{
Debug.LogError("InputManager requires a PlayerInput component attached to the same GameObject.");
return;
}
// Find actions by name in the assigned action map
touchPressAction = playerInput.actions.FindAction("TouchPress", false);
touchPositionAction = playerInput.actions.FindAction("TouchPosition", false);
}
void OnEnable()
{
if (touchPressAction != null)
touchPressAction.performed += OnTouchPressPerformed;
if (touchPositionAction != null)
touchPositionAction.performed += OnTouchPositionPerformed;
}
void OnDisable()
{
if (touchPressAction != null)
touchPressAction.performed -= OnTouchPressPerformed;
if (touchPositionAction != null)
touchPositionAction.performed -= OnTouchPositionPerformed;
}
public void SetDefaultConsumer(ITouchInputConsumer consumer)
{
defaultConsumer = consumer;
}
private void OnTouchPressPerformed(InputAction.CallbackContext ctx)
{
// For button actions, you may want to use InputValue or just handle the event
// If you need position, you can read it from touchPositionAction
Vector3 _screenPos = Camera.main.ScreenToWorldPoint(touchPositionAction.ReadValue<Vector2>());
Vector2 screenPos = new Vector2(_screenPos.x, _screenPos.y);
if (!TryDelegateToInteractable(screenPos))
defaultConsumer?.OnTouchPress(screenPos);
}
private void OnTouchPositionPerformed(InputAction.CallbackContext ctx)
{
Vector2 pos = ctx.ReadValue<Vector2>();
defaultConsumer?.OnTouchPosition(pos);
}
private bool TryDelegateToInteractable(Vector2 screenPos)
{
// TODO: Raycast logic to find ITouchInputConsumer at screenPos
// For now, always return false (no interactable found)
return false;
}
}

View File

@@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
public class PlayerTouchController : MonoBehaviour
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
{
public float moveSpeed = 5f;
public float stopDistance = 0.1f;
@@ -32,64 +32,40 @@ public class PlayerTouchController : MonoBehaviour
hasTarget = false;
}
void Update()
void OnEnable()
{
InputManager.Instance?.SetDefaultConsumer(this);
}
// Remove Update and HandleInput
public void OnTouchPress(Vector2 worldPosition)
{
Debug.Log($"PlayerTouchController.OnTouchPress received worldPosition: {worldPosition}");
SetTargetPosition(worldPosition);
}
public void OnTouchPosition(Vector2 screenPosition)
{
Debug.Log($"PlayerTouchController.OnTouchPosition called with screenPosition: {screenPosition}");
// Optionally handle drag/move here
}
void SetTargetPosition(Vector2 worldPosition)
{
Debug.Log($"PlayerTouchController.SetTargetPosition: worldPosition={worldPosition}");
targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
hasTarget = true;
}
void FixedUpdate()
{
HandleInput();
if (hasTarget)
{
MoveTowardsTarget();
}
}
void HandleInput()
{
#if ENABLE_INPUT_SYSTEM
// Using the new Unity Input System (InputSystem package) only.
// Touch input (mobile)
if (Touchscreen.current != null && Touchscreen.current.touches.Count > 0)
{
var touch = Touchscreen.current.touches[0];
// press indicates the touch is down; use position even while moved/held
if (touch.press != null && touch.press.isPressed)
{
Vector2 pos = touch.position.ReadValue();
SetTargetFromScreenPoint(new Vector3(pos.x, pos.y, 0f));
return;
}
}
// Mouse support (Editor/PC)
if (Mouse.current != null && Mouse.current.leftButton != null && Mouse.current.leftButton.isPressed)
{
Vector2 mpos = Mouse.current.position.ReadValue();
SetTargetFromScreenPoint(new Vector3(mpos.x, mpos.y, 0f));
}
#else
// Input System package not yet enabled/installed. Provide a helpful runtime message.
// This branch ensures the script compiles until the package is installed and Player Settings are set.
if (Application.isPlaying)
{
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.");
}
#endif
}
void SetTargetFromScreenPoint(Vector3 screenPoint)
{
Camera cam = Camera.main;
if (cam == null)
{
Debug.LogWarning("PlayerTouchController: No Camera.main found.");
return;
}
// Convert screen point to world point at the player's depth
Vector3 worldPoint = cam.ScreenToWorldPoint(new Vector3(screenPoint.x, screenPoint.y, cam.WorldToScreenPoint(transform.position).z));
// For 2D top-down games using orthographic camera, z will be player's z already.
targetPosition = worldPoint;
hasTarget = true;
}
void MoveTowardsTarget()
{
// Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform.