Big script cleanup. Remove the examples from Ropes' external package
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160
Assets/Scripts/Input/InputManager.cs
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160
Assets/Scripts/Input/InputManager.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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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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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 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 isHoldActive;
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void Awake()
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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] InputManager requires a PlayerInput component attached to the same GameObject.");
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return;
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}
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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 (tapMoveAction != null)
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tapMoveAction.performed += OnTapMovePerformed;
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if (holdMoveAction != null)
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{
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holdMoveAction.performed += OnHoldMoveStarted;
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holdMoveAction.canceled += OnHoldMoveCanceled;
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}
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}
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void OnDisable()
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{
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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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holdMoveAction.performed -= OnHoldMoveStarted;
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holdMoveAction.canceled -= OnHoldMoveCanceled;
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}
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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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/// <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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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($"[InputManager] TapMove performed at {worldPos2D}");
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if (!TryDelegateToInteractable(worldPos2D))
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{
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Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
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defaultConsumer?.OnTap(worldPos2D);
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}
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else
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{
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Debug.Log("[InputManager] Tap delegated to interactable");
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}
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}
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/// <summary>
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/// Handles the start of a hold input.
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/// </summary>
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private void OnHoldMoveStarted(InputAction.CallbackContext ctx)
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{
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isHoldActive = true;
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
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defaultConsumer?.OnHoldStart(worldPos2D);
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}
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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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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($"[InputManager] HoldMove canceled at {worldPos2D}");
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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/// <summary>
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/// Continuously updates hold move input while active.
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/// </summary>
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void Update()
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{
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if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed)
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{
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[InputManager] HoldMove 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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Collider2D hit = Physics2D.OverlapPoint(worldPos);
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if (hit != null)
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{
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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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return true;
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}
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}
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return false;
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}
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}
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