SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMActivation/MMInputExecution.cs

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2021-12-29 20:50:11 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to store MMInputExecution bindings, associating a target keycode to UnityEvents
/// </summary>
[System.Serializable]
public class MMInputExecutionBinding
{
/// the key the user needs to press to trigger events
public KeyCode TargetKey = KeyCode.Space;
/// the event to trigger when the key is pressed down
public UnityEvent OnKeyDown;
/// the event to trigger every frame if the key is being pressed
public UnityEvent OnKey;
/// the event to trigger when the key is released
public UnityEvent OnKeyUp;
/// <summary>
/// Checks for input and invokes events if needed
/// </summary>
public virtual void ProcessInput()
{
if (OnKey != null)
{
if (Input.GetKey(TargetKey))
{
OnKey.Invoke();
}
}
if (OnKeyDown != null)
{
if (Input.GetKeyDown(TargetKey))
{
OnKeyDown.Invoke();
}
}
if (OnKeyUp != null)
{
if (Input.GetKeyUp(TargetKey))
{
OnKeyUp.Invoke();
}
}
}
}
/// <summary>
/// A simple class used to bind target keys to specific events to trigger when the key is pressed or released
/// </summary>
public class MMInputExecution : MonoBehaviour
{
[Header("Bindings")]
/// a list of bindings
public List<MMInputExecutionBinding> Bindings;
/// <summary>
/// On update we process our input
/// </summary>
protected virtual void Update()
{
HandleInput();
}
/// <summary>
/// Parses all bindings and asks them to trigger events if needed
/// </summary>
protected virtual void HandleInput()
{
foreach(MMInputExecutionBinding binding in Bindings)
{
binding.ProcessInput();
}
}
}
}