AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/AppMain/Manager/InputDevicesManager/InputDevicesManager.cs

173 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client.InputDevices
{
public class InputDevicesManager
{
InputResolver m_inputResolver = InputResolver.Create();
Dictionary<string, InputDevice> m_devices = new Dictionary<string, InputDevice>();
public delegate void OnDeviceConnectedHandle(InputDevice connectDevice);
public event OnDeviceConnectedHandle OnDeviceConnected;
public delegate void OnDeviceLostHandle(InputDevice lostDevice);
public event OnDeviceLostHandle OnDeviceLost;
public InputDevicesManager()
{
m_inputResolver.OnDeviceConnected += Resolver_OnDeviceConnected;
m_inputResolver.OnDeviceLost += Resolver_OnDeviceLost;
foreach (var device in m_inputResolver.GetDevices())
AddDevice(device);
}
private void Resolver_OnDeviceLost(InputDevice lostDevice)
{
RemoveDevice(lostDevice);
}
private void Resolver_OnDeviceConnected(InputDevice connectDevice)
{
AddDevice(connectDevice);
}
void AddDevice(InputDevice device)
{
m_devices[device.UniqueName] = device;
OnDeviceConnected?.Invoke(device);
}
void RemoveDevice(InputDevice device)
{
m_devices.Remove(device.UniqueName);
OnDeviceLost?.Invoke(device);
}
/// <summary>
/// 获得一个指定类型的设备
/// </summary>
public T GetDevice<T>() where T : InputDevice
{
foreach (var d in m_devices.Values)
{
if (d is T) return d as T;
}
return null;
}
/// <summary> 由外部驱动的逻辑更新入口 </summary>
public void Update()
{
foreach (var device in m_devices.Values) device.Update();
}
}
public abstract class InputDevice
{
public string UniqueName => m_resolver.GetDeviceName(this);
/// <summary> 指示该设备是否在线 </summary>
public bool Online => m_resolver.CheckOnline(this);
/// <summary> 指示该设备当前帧是否有任意控件被激发 </summary>
public bool AnyKeyDown { get; private set; }
/// <summary> 获得输入解决器 </summary>
internal InputResolver Resolver => m_resolver;
protected Dictionary<string, InputControl> m_controlMapper = new Dictionary<string, InputControl>();
protected InputResolver m_resolver;
public InputDevice(InputResolver resolver)
{
m_resolver = resolver;
foreach (var control in DefineControls())
{
m_controlMapper.Add(control.ControlName, control);
}
}
public void Update()
{
AnyKeyDown = false;
foreach (var control in m_controlMapper.Values)
{
control.Update();
if (control.Start)
{
AnyKeyDown = true;
}
}
}
/// <summary> 用于列出这个输入设备的所有输入控件实例 </summary>
/// <returns></returns>
protected abstract List<InputControl> DefineControls();
/// <summary> 通过控件名称,找到对应的控件 </summary>
/// <param name="keyName"></param>
/// <returns></returns>
public InputControl FindControlByName(string controlName)
{
m_controlMapper.TryGetValue(controlName, out var key);
return key;
}
/// <summary>
/// 输入设备的抽象控件接口
/// </summary>
public abstract class InputControl
{
/// <summary> 控件所属设备 </summary>
public InputDevice Device { get; internal set; }
/// <summary> 获取该控件是否在当前调用帧被激发 </summary>
public bool Start { get; private set; }
/// <summary> 获取该控件是否在当前调用帧被释放 </summary>
public bool Release { get; private set; }
bool m_performingLastFrame;
/// <summary> 获取该控件是否在当前调用帧是否处于活动状态 </summary>
public abstract bool Performing { get; }
/// <summary> 获得该控件的以二维向量表达的值 </summary>
/// <returns></returns>
public abstract Vector2 GetVector2();
/// <summary> 获得该控件的以浮点数表达的值 </summary>
public abstract float GetFlaot();
internal void Update()
{
UpdateReleaseStartState();
OnUpdate();
}
private void UpdateReleaseStartState()
{
var oldPerforming = m_performingLastFrame;
var newPerforming = Performing;
Start = false;
Release = false;
if (oldPerforming != newPerforming)
{
if (oldPerforming == false) Start = true;
else Release = true;
}
m_performingLastFrame = Performing;
}
protected virtual void OnUpdate() { }
/// <summary> 控件名,这个控件名称必须是唯一的 </summary>
public abstract string ControlName { get; }
internal InputControl(InputDevice device)
{
Device = device;
}
}
}
}