Files
AppleHillsProduction/Assets/Scripts/Input/InputManager.cs

249 lines
9.2 KiB
C#

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings; // Added for IInteractionSettings
namespace Input
{
public enum InputMode
{
Game,
UI,
GameAndUI,
InputDisabled
}
/// <summary>
/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
/// </summary>
public class InputManager : MonoBehaviour
{
private const string UiActions = "UI";
private const string GameActions = "PlayerTouch";
private static InputManager _instance;
private static bool _isQuitting = false;
public static InputManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<InputManager>();
if (_instance == null)
{
var go = new GameObject("InputManager");
_instance = go.AddComponent<InputManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
// Settings reference
private IInteractionSettings _interactionSettings;
private PlayerInput playerInput;
private InputAction tapMoveAction;
private InputAction holdMoveAction;
private InputAction positionAction;
private ITouchInputConsumer defaultConsumer;
private bool isHoldActive;
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
playerInput = GetComponent<PlayerInput>();
if (playerInput == null)
{
Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
return;
}
tapMoveAction = playerInput.actions.FindAction("TapMove", false);
holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
positionAction = playerInput.actions.FindAction("TouchPosition", false);
}
private void Start()
{
// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
}
private void SwitchInputOnSceneLoaded(string sceneName)
{
if (sceneName.ToLower().Contains("mainmenu"))
{
Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to UI for MainMenu");
SetInputMode(InputMode.UI);
}
else
{
Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to PlayerTouch");
SetInputMode(InputMode.GameAndUI);
}
}
public void SetInputMode(InputMode inputMode)
{
switch (inputMode)
{
case InputMode.UI:
playerInput.actions.FindActionMap(UiActions).Enable();
playerInput.actions.FindActionMap(GameActions).Disable();
break;
case InputMode.Game:
playerInput.actions.FindActionMap(UiActions).Disable();
playerInput.actions.FindActionMap(GameActions).Enable();
break;
case InputMode.GameAndUI:
playerInput.actions.FindActionMap(UiActions).Enable();
playerInput.actions.FindActionMap(GameActions).Enable();
break;
case InputMode.InputDisabled:
playerInput.actions.FindActionMap(UiActions).Disable();
playerInput.actions.FindActionMap(GameActions).Disable();
break;
}
}
void OnEnable()
{
if (tapMoveAction != null)
tapMoveAction.performed += OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed += OnHoldMoveStarted;
holdMoveAction.canceled += OnHoldMoveCanceled;
}
}
void OnDisable()
{
if (tapMoveAction != null)
tapMoveAction.performed -= OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed -= OnHoldMoveStarted;
holdMoveAction.canceled -= OnHoldMoveCanceled;
}
}
void OnApplicationQuit()
{
_isQuitting = true;
}
/// <summary>
/// Sets the default ITouchInputConsumer to receive input events.
/// </summary>
public void SetDefaultConsumer(ITouchInputConsumer consumer)
{
defaultConsumer = consumer;
}
/// <summary>
/// Handles tap input, delegates to interactable if present, otherwise to default consumer.
/// </summary>
private void OnTapMovePerformed(InputAction.CallbackContext ctx)
{
if (EventSystem.current.IsPointerOverGameObject())
{
return;
}
Vector2 screenPos = positionAction.ReadValue<Vector2>();
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
Debug.Log($"[InputManager] TapMove performed at {worldPos2D}");
if (!TryDelegateToInteractable(worldPos2D))
{
Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
defaultConsumer?.OnTap(worldPos2D);
}
else
{
Debug.Log("[InputManager] Tap delegated to interactable");
}
}
/// <summary>
/// Handles the start of a hold input.
/// </summary>
private void OnHoldMoveStarted(InputAction.CallbackContext ctx)
{
isHoldActive = true;
Vector2 screenPos = positionAction.ReadValue<Vector2>();
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
defaultConsumer?.OnHoldStart(worldPos2D);
}
/// <summary>
/// Handles the end of a hold input.
/// </summary>
private void OnHoldMoveCanceled(InputAction.CallbackContext ctx)
{
if (!isHoldActive) return;
isHoldActive = false;
Vector2 screenPos = positionAction.ReadValue<Vector2>();
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
defaultConsumer?.OnHoldEnd(worldPos2D);
}
/// <summary>
/// Continuously updates hold move input while active.
/// </summary>
void Update()
{
if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed)
{
Vector2 screenPos = positionAction.ReadValue<Vector2>();
Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
defaultConsumer?.OnHoldMove(worldPos2D);
}
}
/// <summary>
/// Attempts to delegate a tap to an interactable at the given world position.
/// Traces on the "Interactable" channel and logs detailed info.
/// </summary>
private bool TryDelegateToInteractable(Vector2 worldPos)
{
LayerMask mask = _interactionSettings != null ? _interactionSettings.InteractableLayerMask : -1;
Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
if (hit != null)
{
var consumer = hit.GetComponent<ITouchInputConsumer>();
if (consumer != null)
{
Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
consumer.OnTap(worldPos);
return true;
}
Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
}
else
{
Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");
}
return false;
}
}
}