projectEli/Assets/NeoFPS/Core/Input/FpsInputBase.cs

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2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NeoFPS.Constants;
namespace NeoFPS
{
public abstract class FpsInputBase : MonoBehaviour
{
private static List<FpsInputBase>[] s_ContextReferences;
public static FpsInputContext currentContext
{
get
{
for (int i = FpsInputContext.count - 2; i >= 0; --i)
{
if (s_ContextReferences[i].Count > 0)
return i + 1;
}
return FpsInputContext.None;
}
}
protected abstract bool isInputActive { get; }
private bool m_Pushed = false;
private bool m_HadFocus = false;
public virtual FpsInputContext inputContext
{
get { return FpsInputContext.None; }
}
public bool hasFocus
{
get { return inputContext == FpsInputContext.None || inputContext == currentContext; }
}
private void Awake()
{
if (s_ContextReferences == null)
{
s_ContextReferences = new List<FpsInputBase>[FpsInputContext.count - 1];
for (int i = 0; i < FpsInputContext.count - 1; ++i)
s_ContextReferences[i] = new List<FpsInputBase>(4);
}
OnAwake();
}
protected virtual void Start()
{
if (!isInputActive)
Debug.LogError("Input handler active with wrong input system: " + name, gameObject);
}
protected virtual void OnAwake()
{ }
protected virtual void OnEnable()
{
PushContext();
}
protected virtual void OnDisable()
{
PopContext();
}
public void PushContext()
{
if (m_Pushed || inputContext == FpsInputContext.None)
return;
var list = s_ContextReferences[inputContext - 1];
list.Add(this);
m_Pushed = true;
}
public void PopContext()
{
if (!m_Pushed || inputContext == FpsInputContext.None)
return;
var list = s_ContextReferences[inputContext - 1];
list.Remove(this);
m_Pushed = false;
}
protected abstract void UpdateInput();
protected virtual void OnGainFocus() { }
protected virtual void OnLoseFocus() { }
protected virtual void Update()
{
if (inputContext == FpsInputContext.None || (inputContext == currentContext && m_Pushed) && isInputActive)
{
if (!m_HadFocus)
{
m_HadFocus = true;
OnGainFocus();
}
UpdateInput();
}
else
{
if (m_HadFocus)
{
m_HadFocus = false;
OnLoseFocus();
}
}
}
}
}