using System.Collections.Generic; using UnityEngine; using System; namespace CnControls { /// /// Common input manager class /// Can be used instead of Input logic, as it replicates the standard behaviour but adds additional logic /// public class CnInputManager { private static CnInputManager _instance; public static CnInputManager Instance { get { return _instance ?? (_instance = new CnInputManager()); } } private CnInputManager() { } public event Action FingerTouchedEvent; public event Action FingerLeftedEvent; public event Action FingerMovedEvent; /// /// Dictionary of virtual axis /// Every axis can be mapped to a number of actual virtual axis, /// as with standard Unity Input system where you can create different buttons for, say, "Horizontal" axis /// private Dictionary> _virtualAxisDictionary = new Dictionary>(); public void HandleTouched() { if (FingerTouchedEvent != null) { FingerTouchedEvent(); } } public void HandleTouchLefted() { if (FingerLeftedEvent != null) { FingerLeftedEvent(); } } public void HandleTouchMoved() { if (FingerMovedEvent != null) { FingerMovedEvent(); } } /// /// Additional logic for touch retreival /// It's possible to add some reflection-based emulated touches /// public static int TouchCount { get { return Input.touchCount; } } /// /// Additional logic for touch retreival /// It's possible to add some reflection-based emulated touches /// public static Touch GetTouch(int touchIndex) { return Input.GetTouch(touchIndex); } /// /// GetAxis method for getting current values for any desired axis /// /// The name of the axis to get value from /// /// Current value of FIRST NON ZERO axis that are registered for that name /// ZERO if non if the virtual axis are being tweaked /// public static float GetAxis(string axisName) { return GetAxis(axisName, false); } /// /// "Copy" of the Input.GetAxisRaw method /// /// The name of the axis to get value from /// /// Current value of FIRST NON ZERO axis that are registered for that name /// ZERO if non if the virtual axis are being tweaked /// public static float GetAxisRaw(string axisName) { return GetAxis(axisName, true); } /// /// Common private method for getting the axis values /// /// The name of the axis to get value from /// Whether the method sould return the raw value of the axis /// private static float GetAxis(string axisName, bool isRaw) { // If we have the axis registered as virtual, we call the retreival logic if (AxisExists(axisName)) { return GetVirtualAxisValue(Instance._virtualAxisDictionary[axisName], axisName, isRaw); } // If we don't have the desired virtual axis registered, we just fallback to the default Unity Input behaviour return isRaw ? Input.GetAxisRaw(axisName) : Input.GetAxis(axisName); } /// /// Check whether the specified axis exists /// /// Name of the axis to check /// Does this axis exist? public static bool AxisExists(string axisName) { return Instance._virtualAxisDictionary.ContainsKey(axisName); } /// /// Registers the provided virtual axis /// /// Virtual axis to register public static void RegisterVirtualAxis(VirtualAxis virtualAxis) { // If it's the first such virtual axis, create a new list for that axis name if (!Instance._virtualAxisDictionary.ContainsKey(virtualAxis.Name)) { Instance._virtualAxisDictionary[virtualAxis.Name] = new List(); } Instance._virtualAxisDictionary[virtualAxis.Name].Add(virtualAxis); } /// /// Unregisters the provided virtual axis /// /// Virtual axis to unregister public static void UnregisterVirtualAxis(VirtualAxis virtualAxis) { // If it's the first such virtual axis, create a new list for that axis name if (Instance._virtualAxisDictionary.ContainsKey(virtualAxis.Name)) { if (!Instance._virtualAxisDictionary[virtualAxis.Name].Remove(virtualAxis)) { DebugEx.LogError("Requested axis " + virtualAxis.Name + " exists, but there's no such virtual axis that you're trying to unregister"); } } else { DebugEx.LogError("Trying to unregister an axis " + virtualAxis.Name + " that was never registered"); } } /// /// Private method that get's the value of the first non-zero virtual axis, registered with the specified name /// /// List of virtual axis to search through /// Name of the axis (for the standard Input behaviour) /// Whether the method should return the Raw value of the axis /// private static float GetVirtualAxisValue(List virtualAxisList, string axisName, bool isRaw) { // The method is really straightforward here // First, we check the standard Input.GetAxis method // If it's not zero, we return the value // If it IS zero, we return first non-zero value of any of the passed virtual axis // Or zero if all of them are zero float axisValue = isRaw ? Input.GetAxisRaw(axisName) : Input.GetAxis(axisName); if (!Mathf.Approximately(axisValue, 0f)) { return axisValue; } for (int i = 0; i < virtualAxisList.Count; i++) { var currentAxisValue = virtualAxisList[i].Value; if (!Mathf.Approximately(currentAxisValue, 0f)) { return currentAxisValue; } } return 0f; } } }