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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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Shared low-level input reads that were previously copy-pasted verbatim across the camera rigs
/// (<see cref="FirstPersonController"/>, <see cref="FreeCamController"/>,
/// <see cref="ThirdPersonOrbitInput"/>), the paint controller and the first-person shoot mode. Each
/// method preserves its original per-backend behaviour (new Input System when present, legacy Input
/// Manager otherwise). Sensitivity scaling stays at the call sites.
/// </summary>
public static class InputUtil
{
/// <summary>Raw mouse delta this frame (pixels); the legacy path scales GetAxisRaw by 10 to match.</summary>
public static 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
}
/// <summary>Raw mouse-wheel delta this frame (usually only its sign is used).</summary>
public static float ReadScroll()
{
#if ENABLE_INPUT_SYSTEM
if (Mouse.current != null) return Mouse.current.scroll.ReadValue().y;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetAxis("Mouse ScrollWheel");
#else
return 0f;
#endif
}
/// <summary>Locks+hides or frees+shows the hardware cursor.</summary>
public static void SetCursorLocked(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
public static bool ShiftHeld()
{
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb != null) return kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
#else
return false;
#endif
}
public static bool CtrlHeld()
{
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
#else
return false;
#endif
}
public static bool LeftMouseHeld()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null && Mouse.current.leftButton.isPressed;
#else
return Input.GetMouseButton(0);
#endif
}
public static bool RightMouseHeld()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null && Mouse.current.rightButton.isPressed;
#else
return Input.GetMouseButton(1);
#endif
}
public static bool MiddleMouseHeld()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null && Mouse.current.middleButton.isPressed;
#else
return Input.GetMouseButton(2);
#endif
}
/// <summary>Left mouse button pressed on this exact frame (edge, not held).</summary>
public static bool LeftClickedThisFrame()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame;
#else
return Input.GetMouseButtonDown(0);
#endif
}
}