[Puzzles][Input] Update input handling to not mistakingly miss frames. Add debug frame input debugging.
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@@ -4,22 +4,41 @@ 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 static InputManager _instance;
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public static InputManager Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindAnyObjectByType<InputManager>();
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if (_instance == null)
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{
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var go = new GameObject("InputManager");
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_instance = go.AddComponent<InputManager>();
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DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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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 ITouchInputConsumer defaultConsumer;
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private bool isTouchHeld = false;
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private bool lastFrameInteracted = false;
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void Awake()
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{
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if (Instance != null && Instance != this)
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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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_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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@@ -62,17 +81,20 @@ public class InputManager : MonoBehaviour
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private void OnTouchPressStarted(InputAction.CallbackContext ctx)
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{
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// Touch started (finger down)
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isTouchHeld = true;
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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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lastFrameInteracted = TryDelegateToInteractable(screenPos);
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(screenPos);
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isTouchHeld = true;
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}
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private void OnTouchPressCanceled(InputAction.CallbackContext ctx)
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{
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// Touch released (finger up)
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isTouchHeld = false;
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// Reset lastFrameInteracted for next frame
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lastFrameInteracted = false;
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// Optionally, you can notify consumers of release if needed
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}
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@@ -84,11 +106,8 @@ public class InputManager : MonoBehaviour
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// Convert to world position
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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defaultConsumer?.OnTouchPress(worldPos2D); // Move continuously to finger position
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}
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else
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{
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defaultConsumer?.OnTouchPosition(pos); // For drag or hover
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(worldPos2D); // Move continuously to finger position
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}
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}
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@@ -100,7 +119,8 @@ public class InputManager : MonoBehaviour
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Vector2 pos = touchPositionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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defaultConsumer?.OnTouchPress(worldPos2D);
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if (!lastFrameInteracted)
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defaultConsumer?.OnTouchPress(worldPos2D);
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}
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}
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