Introduce input modes and Pause Menu (#8)
- Add input mode switching to the Input Manager - Automatically set input mode on scene load - UI for MainMenu and GameAndUI for other scenes - Add PauseMenu prefab, auto-loaded via the boostrap system - Automatically control PauseMenu visibility based on current scene Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #8
This commit is contained in:
@@ -1,175 +1,240 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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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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namespace Input
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{
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private static InputManager _instance;
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private static bool _isQuitting = false;
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public static InputManager Instance
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public enum InputMode
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{
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get
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Game,
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UI,
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GameAndUI,
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InputDisabled
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}
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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 const string UiActions = "UI";
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private const string GameActions = "PlayerTouch";
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private static InputManager _instance;
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private static bool _isQuitting = false;
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public static InputManager Instance
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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get
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{
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_instance = FindAnyObjectByType<InputManager>();
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if (_instance == null)
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if (_instance == null && Application.isPlaying && !_isQuitting)
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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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_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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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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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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void Awake()
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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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_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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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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private void Start()
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{
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holdMoveAction.performed += OnHoldMoveStarted;
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holdMoveAction.canceled += OnHoldMoveCanceled;
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SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
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SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
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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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private void SwitchInputOnSceneLoaded(string sceneName)
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{
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holdMoveAction.performed -= OnHoldMoveStarted;
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holdMoveAction.canceled -= OnHoldMoveCanceled;
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if (sceneName.ToLower().Contains("mainmenu"))
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{
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Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to UI for MainMenu");
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SetInputMode(InputMode.UI);
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}
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else
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{
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Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to PlayerTouch");
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SetInputMode(InputMode.GameAndUI);
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}
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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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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public void SetInputMode(InputMode inputMode)
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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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switch (inputMode)
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{
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case InputMode.UI:
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playerInput.actions.FindActionMap(UiActions).Enable();
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playerInput.actions.FindActionMap(GameActions).Disable();
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break;
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case InputMode.Game:
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playerInput.actions.FindActionMap(UiActions).Disable();
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playerInput.actions.FindActionMap(GameActions).Enable();
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break;
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case InputMode.GameAndUI:
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playerInput.actions.FindActionMap(UiActions).Enable();
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playerInput.actions.FindActionMap(GameActions).Enable();
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break;
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case InputMode.InputDisabled:
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playerInput.actions.FindActionMap(UiActions).Disable();
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playerInput.actions.FindActionMap(GameActions).Disable();
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break;
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}
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}
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else
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void OnEnable()
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{
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Debug.Log("[InputManager] Tap delegated to interactable");
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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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}
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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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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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void OnApplicationQuit()
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{
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_isQuitting = true;
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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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if (EventSystem.current.IsPointerOverGameObject())
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{
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return;
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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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/// Traces on the "Interactable" channel and logs detailed info.
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/// </summary>
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private bool TryDelegateToInteractable(Vector2 worldPos)
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{
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LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1;
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Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
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if (hit != null)
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{
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var consumer = hit.GetComponent<ITouchInputConsumer>();
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if (consumer != null)
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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.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
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consumer.OnTap(worldPos);
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return true;
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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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Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
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}
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else
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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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Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");
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isHoldActive = true;
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[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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/// Traces on the "Interactable" channel and logs detailed info.
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/// </summary>
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private bool TryDelegateToInteractable(Vector2 worldPos)
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{
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LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1;
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Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
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if (hit != null)
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{
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var consumer = hit.GetComponent<ITouchInputConsumer>();
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if (consumer != null)
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
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consumer.OnTap(worldPos);
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return true;
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}
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Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
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}
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else
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");
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}
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return false;
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}
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return false;
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}
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}
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