mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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296 lines
7.5 KiB
C#
296 lines
7.5 KiB
C#
/// Credit SimonDarksideJ
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/// Sourced from: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/348/menu-manager-does-not-work-with-the-new
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#if UNITY_2019_1_OR_NEWER && !ENABLE_LEGACY_INPUT_MANAGER
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#define NEW_INPUT_SYSTEM
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#endif
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using System;
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using System.Collections.Generic;
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#if NEW_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Controls;
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#endif
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namespace UnityEngine.UI.Extensions
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{
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public static class UIExtensionsInputManager
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{
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#if NEW_INPUT_SYSTEM
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private static bool[] mouseButtons = new bool[3] { false, false, false };
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private static Dictionary<KeyCode, bool> keys = new Dictionary<KeyCode, bool>();
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private static Dictionary<String, bool> buttons = new Dictionary<String, bool>();
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#endif
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public static bool GetMouseButton(int button)
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{
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#if NEW_INPUT_SYSTEM
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if (Mouse.current == null)
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{
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return false;
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}
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return Mouse.current.leftButton.isPressed;
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#else
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return Input.GetMouseButton(button);
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#endif
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}
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public static bool GetMouseButtonDown(int button)
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{
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#if NEW_INPUT_SYSTEM
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if (Mouse.current == null)
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{
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return false;
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}
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if (Mouse.current.leftButton.isPressed)
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{
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if (!mouseButtons[button])
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{
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mouseButtons[button] = true;
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return true;
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}
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}
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return false;
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#else
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return Input.GetMouseButtonDown(button);
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#endif
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}
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public static bool GetMouseButtonUp(int button)
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{
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#if NEW_INPUT_SYSTEM
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if (Mouse.current == null)
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{
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return false;
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}
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if (mouseButtons[button] && !Mouse.current.leftButton.isPressed)
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{
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mouseButtons[button] = false;
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return true;
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}
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return false;
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#else
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return Input.GetMouseButtonUp(button);
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#endif
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}
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public static bool GetButton(string input)
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{
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#if NEW_INPUT_SYSTEM
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ButtonControl buttonPressed = GetButtonControlFromString(input);
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if (!buttons.ContainsKey(input))
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{
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buttons.Add(input, false);
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}
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return buttonPressed != null ? buttonPressed.isPressed : false;
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#else
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return Input.GetButton(input);
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#endif
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}
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#if NEW_INPUT_SYSTEM
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private static ButtonControl GetButtonControlFromString(string input)
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{
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if (Gamepad.current == null)
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{
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return null;
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}
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switch (input)
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{
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case "Submit":
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return Gamepad.current.aButton;
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case "Cancel":
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return Gamepad.current.bButton;
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default:
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return null;
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}
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}
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#endif
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public static bool GetButtonDown(string input)
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{
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#if NEW_INPUT_SYSTEM
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ButtonControl buttonPressed = GetButtonControlFromString(input);
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if (buttonPressed.isPressed)
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{
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if (!buttons.ContainsKey(input))
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{
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buttons.Add(input, false);
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}
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if (!buttons[input])
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{
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buttons[input] = true;
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return true;
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}
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}
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else
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{
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buttons[input] = false;
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}
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return false;
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#else
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return Input.GetButtonDown(input);
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#endif
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}
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public static bool GetButtonUp(string input)
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{
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#if NEW_INPUT_SYSTEM
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ButtonControl buttonPressed = GetButtonControlFromString(input);
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if (buttons[input] && !buttonPressed.isPressed)
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{
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buttons[input] = false;
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return true;
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}
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return false;
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#else
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return Input.GetButtonUp(input);
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#endif
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}
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public static bool GetKey(KeyCode key)
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{
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#if NEW_INPUT_SYSTEM
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KeyControl keyPressed = GetKeyControlFromKeyCode(key);
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if (!keys.ContainsKey(key))
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{
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keys.Add(key, false);
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}
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return keyPressed != null ? keyPressed.isPressed : false;
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#else
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return Input.GetKey(key);
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#endif
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}
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#if NEW_INPUT_SYSTEM
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private static KeyControl GetKeyControlFromKeyCode(KeyCode key)
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{
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if (Keyboard.current == null)
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{
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return null;
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}
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switch (key)
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{
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case KeyCode.Escape:
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return Keyboard.current.escapeKey;
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case KeyCode.KeypadEnter:
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return Keyboard.current.numpadEnterKey;
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case KeyCode.UpArrow:
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return Keyboard.current.upArrowKey;
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case KeyCode.DownArrow:
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return Keyboard.current.downArrowKey;
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case KeyCode.RightArrow:
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return Keyboard.current.rightArrowKey;
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case KeyCode.LeftArrow:
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return Keyboard.current.leftArrowKey;
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case KeyCode.LeftShift:
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return Keyboard.current.leftShiftKey;
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case KeyCode.Tab:
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return Keyboard.current.tabKey;
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default:
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return null;
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}
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}
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#endif
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public static bool GetKeyDown(KeyCode key)
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{
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#if NEW_INPUT_SYSTEM
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KeyControl keyPressed = GetKeyControlFromKeyCode(key);
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if (keyPressed.isPressed)
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{
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if (!keys.ContainsKey(key))
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{
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keys.Add(key, false);
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}
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if (!keys[key])
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{
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keys[key] = true;
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return true;
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}
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}
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else
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{
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keys[key] = false;
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}
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return false;
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#else
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return Input.GetKeyDown(key);
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#endif
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}
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public static bool GetKeyUp(KeyCode key)
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{
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#if NEW_INPUT_SYSTEM
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KeyControl keyPressed = GetKeyControlFromKeyCode(key);
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if (keys[key] && !keyPressed.isPressed)
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{
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keys[key] = false;
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return true;
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}
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return false;
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#else
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return Input.GetKeyUp(key);
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#endif
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}
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public static float GetAxisRaw(string axis)
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{
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#if NEW_INPUT_SYSTEM
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if (Gamepad.current == null)
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{
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return 0f;
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}
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switch (axis)
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{
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case "Horizontal":
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return Gamepad.current.leftStick.x.ReadValue();
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case "Vertical":
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return Gamepad.current.leftStick.y.ReadValue();
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}
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return 0f;
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#else
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return Input.GetAxisRaw(axis);
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#endif
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}
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public static Vector3 MousePosition
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{
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get
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{
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#if NEW_INPUT_SYSTEM
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return Mouse.current.position.ReadValue();
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#else
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return Input.mousePosition;
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#endif
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}
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}
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public static Vector3 MouseScrollDelta
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{
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get
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{
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#if NEW_INPUT_SYSTEM
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return Mouse.current.position.ReadValue();
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#else
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return Input.mouseScrollDelta;
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#endif
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}
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}
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}
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}
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