[Player][Input] Refine hold and drag inputs
This commit is contained in:
@@ -41,7 +41,7 @@
|
||||
"name": "",
|
||||
"id": "f3dcd77f-15e5-4621-af67-001e6b08e3e6",
|
||||
"path": "<Touchscreen>/Press",
|
||||
"interactions": "",
|
||||
"interactions": "Hold",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "TouchPress",
|
||||
|
||||
@@ -10,6 +10,8 @@ public class InputManager : MonoBehaviour
|
||||
private InputAction touchPositionAction;
|
||||
private ITouchInputConsumer defaultConsumer;
|
||||
|
||||
private bool isTouchHeld = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
@@ -33,7 +35,10 @@ public class InputManager : MonoBehaviour
|
||||
void OnEnable()
|
||||
{
|
||||
if (touchPressAction != null)
|
||||
touchPressAction.performed += OnTouchPressPerformed;
|
||||
{
|
||||
touchPressAction.started += OnTouchPressStarted;
|
||||
touchPressAction.canceled += OnTouchPressCanceled;
|
||||
}
|
||||
if (touchPositionAction != null)
|
||||
touchPositionAction.performed += OnTouchPositionPerformed;
|
||||
}
|
||||
@@ -41,7 +46,10 @@ public class InputManager : MonoBehaviour
|
||||
void OnDisable()
|
||||
{
|
||||
if (touchPressAction != null)
|
||||
touchPressAction.performed -= OnTouchPressPerformed;
|
||||
{
|
||||
touchPressAction.started -= OnTouchPressStarted;
|
||||
touchPressAction.canceled -= OnTouchPressCanceled;
|
||||
}
|
||||
if (touchPositionAction != null)
|
||||
touchPositionAction.performed -= OnTouchPositionPerformed;
|
||||
}
|
||||
@@ -51,20 +59,49 @@ public class InputManager : MonoBehaviour
|
||||
defaultConsumer = consumer;
|
||||
}
|
||||
|
||||
private void OnTouchPressPerformed(InputAction.CallbackContext ctx)
|
||||
private void OnTouchPressStarted(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
|
||||
// Touch started (finger down)
|
||||
isTouchHeld = true;
|
||||
Vector3 _screenPos = Camera.main.ScreenToWorldPoint(touchPositionAction.ReadValue<Vector2>());
|
||||
Vector2 screenPos = new Vector2(_screenPos.x, _screenPos.y);
|
||||
if (!TryDelegateToInteractable(screenPos))
|
||||
defaultConsumer?.OnTouchPress(screenPos);
|
||||
}
|
||||
|
||||
private void OnTouchPressCanceled(InputAction.CallbackContext ctx)
|
||||
{
|
||||
// Touch released (finger up)
|
||||
isTouchHeld = false;
|
||||
// Optionally, you can notify consumers of release if needed
|
||||
}
|
||||
|
||||
private void OnTouchPositionPerformed(InputAction.CallbackContext ctx)
|
||||
{
|
||||
Vector2 pos = ctx.ReadValue<Vector2>();
|
||||
defaultConsumer?.OnTouchPosition(pos);
|
||||
if (isTouchHeld)
|
||||
{
|
||||
// Convert to world position
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
defaultConsumer?.OnTouchPress(worldPos2D); // Move continuously to finger position
|
||||
}
|
||||
else
|
||||
{
|
||||
defaultConsumer?.OnTouchPosition(pos); // For drag or hover
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Continuously advertise the last touch position while held
|
||||
if (isTouchHeld && touchPositionAction != null)
|
||||
{
|
||||
Vector2 pos = touchPositionAction.ReadValue<Vector2>();
|
||||
Vector3 worldPos = Camera.main.ScreenToWorldPoint(pos);
|
||||
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
|
||||
defaultConsumer?.OnTouchPress(worldPos2D);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryDelegateToInteractable(Vector2 worldPos)
|
||||
|
||||
Reference in New Issue
Block a user