Unity 新输入系统 (Input System) 的简明使用步骤学习

步骤一:在Package Manager安装Input System

步骤二:右键Create/InputActions,新建一个输入控制器(例如命名为ActionControls)

步骤三:配置映射及绑定,双击刚才新建的InputActions

3.1)添加Action Maps,例如Player或UI等等

3.2)Actions中添加行为,例如Move、Fire等等

3.3)Properties中添加属性,例如对于Move来说Acton Type为Value,Control Type为Vector2

3.4)Actions的行为下面添加绑定,例如Position[Mouse]

步骤四:添加一个PlayerInput组件

Actions选择步骤二创建的输入控制器,例如:ActionControls

Default Map选择默认的映射

Behavior选择响应处理方式

步骤五:处理响应

5.1)Send Messages和Broadcast Messages方式: On{ActionName}()函数,例如我们的ActionName是Move,则函数为OnMove

public void OnMove(InputValue value)

{

    Debug.Log("OnMove : " + value.Get<Vector2>());

}

5.2)Invoke Unity Events方式:

Inspector->Player Input->Events->UI->Move(CallbackContext)中,将对象选择为脚本所在对象,函数选择脚本中的自定义输入处理函数:

public void OnMoveTest(InputAction.CallbackContext context)

{

    Debug.Log("OnMoveTest : " +context.ReadValue<Vector2>());

}


5.3)Invoke C Sharp Events方式(最灵活常用的方式):

例1:

PlayerInput input;
void Awake()
{
    input = GetComponent<PlayerInput>();
}

void OnEnable()
{
    input.onActionTriggered+=MyEventFunction;
}

void OnDisable()
{
    input.onActionTriggered-=MyEventFunction;
}

void MyEventFunction(InputAction.CallbackContext value)
{
     if (callback.action.name == "Move")
    {
          var move = callback.ReadValue<Vector2>();
          Debug.Log(move);
    }
}

例2:

public class Character : MonoBehaviour

{

    public PlayerInput playerInput;

    public InputAction fireAction;

    private bool fire;

    private void Awake()

    {

        playerInput = GetComponen<PlayerInput>();

        playerInput.onActionTriggered += ReadAction;

        fireAction = playerInput.currentActionMap.FindAction("Fire");

    }

    private void ReadAction(InputAction.CallbackContext context)

    {

        if (context.action == fireAction)

        {

            if (context.started) fire = true;

            if (context.canceled) fire = false;

        }

    }

}

例3:

void Start()

{

    PlayerInput input = GetComponent<PlayerInput>();

    InputAction moveAction = input.currentActionMap.FindAction("Move");

    moveAction.performed += OnMoveAction;

}

private void OnMoveAction(InputAction.CallbackContext context)

{

    Debug.Log("OnMoveDemo : " + context.ReadValue<Vector2>());

}

例4:

PlayerInput playerInput;

InputAction fireAction;

InputAction moveAction;

private void Awake()

{

    playerInput = GetComponent<PlayerInput>();

    fireAction = playerInput.currentActionMap.FindAction("Fire");

    fireAction.performed += FireAction_performed;

    fireAction.canceled += FireAction_canceled;

    fireAction.started += FireAction_started;

    moveAction = playerInput.currentActionMap.FindAction("move");

}

private void FireAction_started(InputAction.CallbackContext context)

{

    throw new System.NotImplementedException();

}

private void FireAction_canceled(InputAction.CallbackContext context)

{

    throw new System.NotImplementedException();

}

private void FireAction_performed(InputAction.CallbackContext context)

{

    throw new System.NotImplementedException();

}

public void Update()

{

    Vector2 m_Look = moveAction.ReadValue<Vector2>();

    //...

}

例5:
private void OnMoveAction(InputAction.CallbackContext context)

{

    Debug.Log("OnMoveDemo : " + context.ReadValue<Vector2>());

}

void Start()

{

    InputAction move = new InputAction(binding: "<Mouse>/Position");

    move.performed += OnMoveAction;

    move.Enable();

}

例6:

InputAction click = new InputAction(binding: "<Mouse>/leftButton");

click.performed += ctx => {

    RaycastHit hit;

    Vector3 coor = Mouse.current.position.ReadValue();

    if (Physics.Raycast(Camera.main.ScreenPointToRay(coor), out hit))

    {

        Debug.Log(hit.transform.name);

    }

};

click.Enable();

例7:

void Start()

{

    PlayerInput input = GetComponent<PlayerInput>();

    input.actions.Enable();

    input.actions["Move"].performed += OnMoveAction;

}

private void OnMoveAction(InputAction.CallbackContext context)

{

    Debug.Log("OnMoveDemo : " + context.ReadValue<Vector2>());

}

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