如何使用
首先得有一个PlayerInput在场景中,每一个PlayerInput表示一个玩家
在Actions里面选择自己的Actions,可以新建:
比如在PlayerMaps中的MoveActions就是一个2D向量组合器
比如新建一个
然后把键盘数字键8绑定成到UP,勾选下面的Keyboard&Mouse,这样就成了键盘的8键是我们的UP,同理绑定其他几个
然后在inspector面板中生成一下CS文件:
绑定事件
手动绑定
Send Messages或者Broadcast Messages
您可以通过定义组件,像这样的方法您的应用程序设置来响应行动:
public class MyPlayerScript : MonoBehaviour
{
// "fire" action becomes "OnFire" method. If you're not interested in the
// value from the control that triggers the action, use a method
// without arguments.
public void OnFire()
{
}
// If you are interested in the value from the control that triggers an action,
// you can declare a parameter of type InputValue.
public void OnMove(InputValue value)
{
// Read value from control. The type depends on what type of controls.
// the action is bound to.
var v = value.Get<Vector2>();
// IMPORTANT: The given InputValue is only valid for the duration of the callback.
// Storing the InputValue references somewhere and calling Get<T>()
// later does not work correctly.
}
}
UnityEvent Actions
Invoke Unity Events,每个动作必须被路由到目标方法。该方法与InputAction的started,performed和canceled回调具有相同的格式。
比如下面的方法形式
CSharp Events
事件为普通的CS事件(event),然后可以接收下面的事件通知
以下事件可用:
- onActionTriggered (针对玩家的所有动作的集体事件);
- onDeviceLost;
- onDeviceRegained;
用来检视设备变化
代码里面绑定回调
假如要实现2D物体的移动
代码注册回调:
public InputManager inputActions;
private Vector2 direction;
private void Awake()
{
inputActions = new InputManager();
}
private void OnEnable()
{
inputActions.Enable();
inputActions.Player.Move.performed += ctx => Move(ctx);
inputActions.Player.Move.canceled += ctx => Move(ctx);
}
private void OnDisable()
{
inputActions.Player.Move.performed -= ctx => Move(ctx); ;
inputActions.Player.Move.canceled -= ctx => Move(ctx);
inputActions.Disable();
}
public void Move(InputAction.CallbackContext context)
{
var moveValue = context.ReadValue<Vector2>();
Debug.Log(moveValue);
direction = moveValue;
}
void Update()
{
if (direction != Vector2.zero)
{
Vector3 delta = new Vector3(direction.x, direction.y, 0) * Time.deltaTime * 5f;
transform.position = transform.position + delta;
}
}
还有直接获取设备按键
Keyboard keyboard;
keyboard = InputSystem.GetDevice<Keyboard>();
if (keyboard.wKey.isPressed)
{
direction = new Vector2(0, 1);
Vector3 delta = new Vector3(direction.x, direction.y, 0) * Time.deltaTime * 5f;
transform.position = transform.position + delta;
}
按键是被按下还是被按住
Keyboard.current.spaceKey.isPressed
Keyboard.current.spaceKey.wasPressedThisFrame
额,最后发现按小键盘的数字键不会动,但是按主区域的数字键就可以,原因是绑定错了:
应该是Numpad8
修改过后保存
参考:
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/Components.html
https://www.youtube.com/watch?v=HwbbvjzT3qE
https://github.com/sniffle6/Input-System-Strategy-Pattern