Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
125 lines
3.8 KiB
C#
125 lines
3.8 KiB
C#
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
|
|
}
|
|
|
|
/// <summary>Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is
|
|
/// focused so typing never triggers gameplay bindings. The parameter type follows the active input
|
|
/// backend, matching how the callers' serialized key fields are declared.</summary>
|
|
#if ENABLE_INPUT_SYSTEM
|
|
public static bool GameplayKeyPressed(Key key)
|
|
{
|
|
if (TypingGuard.IsTyping) return false;
|
|
return Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame;
|
|
}
|
|
#else
|
|
public static bool GameplayKeyPressed(KeyCode key)
|
|
{
|
|
if (TypingGuard.IsTyping) return false;
|
|
return Input.GetKeyDown(key);
|
|
}
|
|
#endif
|
|
}
|