Refactor: dedupe input reads, material-property guards, button hooks

Extract byte-identical duplicated code into shared helpers (behaviour-neutral):
- New InputUtil.cs: single source for mouse-delta/scroll/cursor-lock, modifier
  and mouse-button reads, previously copied verbatim across camera controllers,
  MeshPainter, FirstPersonMode and PlayerCharacterController.
- GetMatFloat/SetMatFloat replace the 12x material-instance + HasProperty guard
  pattern for the camo/height float properties.
- Route two inline button hooks through the existing Hook() helper.

Bespoke variants deliberately kept local (FreeCam SprintHeld = LeftShift only,
MeshPainter.TryGetMouse with out-params).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 09:20:40 +02:00
1 parent 626dcc1bdf
commit 882d30797e
11 files changed
+158 -222

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+3 -21
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@@ -1,8 +1,5 @@
using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// First-person camera. Drives its OWN dedicated <see cref="CinemachineCamera"/>: each frame it snaps
@@ -90,13 +87,13 @@ public class FirstPersonController : MonoBehaviour
if (active)
{
SyncToCurrentView();
SetCursorLocked(true);
InputUtil.SetCursorLocked(true);
ApplyTransform(); // place at the eye on the same frame so the blend starts from there
if (_player) _player.FaceYaw = _displayYaw; // body faces the camera from frame one
}
else
{
SetCursorLocked(false);
InputUtil.SetCursorLocked(false);
if (_player) _player.FaceYaw = null; // restore movement-facing
}
@@ -113,7 +110,7 @@ public class FirstPersonController : MonoBehaviour
void LookTick()
{
Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
Vector2 delta = InputUtil.ReadMouseDelta() * MouseSensitivity.Multiplier;
_yaw += delta.x * horizontalSensitivity;
float vs = verticalSensitivity * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
@@ -212,19 +209,4 @@ public class FirstPersonController : MonoBehaviour
if (hiddenRenderers == null || hiddenRenderers.Length == 0)
hiddenRenderers = player.GetComponentsInChildren<SkinnedMeshRenderer>(true);
}
Vector2 ReadMouseDelta()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.delta.ReadValue() : Vector2.zero;
#else
return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * 10f;
#endif
}
static void SetCursorLocked(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
}