Files
gpd-925-en/SOLID/Assets/Scripts/Solid/PlayerInput.cs
T

48 lines
1.5 KiB
C#

using System;
using Solid.Interfaces;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Solid
{
public class PlayerInput : MonoBehaviour, IInput
{
[SerializeField] private InputActionReference _movementInputAction;
[SerializeField] private InputActionReference _rotationInputAction;
[SerializeField] private InputActionReference _fireInputAction;
private Vector2 _movement;
private Vector2 _rotation;
public Vector2 Movement => _movement;
public Vector2 Rotation => _rotation;
public event Action Fired;
private void OnEnable()
{
_movementInputAction.action.Enable();
_rotationInputAction.action.Enable();
_fireInputAction.action.performed += OnFireActionPerformed;
_fireInputAction.action.Enable();
}
private void OnDisable()
{
_movementInputAction.action.Disable();
_rotationInputAction.action.Disable();
_fireInputAction.action.Disable();
_fireInputAction.action.performed -= OnFireActionPerformed;
}
public void HandleInput()
{
_movement = _movementInputAction.action.ReadValue<Vector2>();
_rotation = _rotationInputAction.action.ReadValue<Vector2>();
}
protected virtual void OnFireActionPerformed(InputAction.CallbackContext ctx)
{
Fired?.Invoke();
}
}
}