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Diffstat (limited to 'Erika/Assets/Scripts/Input/InputManager.cs')
-rw-r--r--Erika/Assets/Scripts/Input/InputManager.cs26
1 files changed, 22 insertions, 4 deletions
diff --git a/Erika/Assets/Scripts/Input/InputManager.cs b/Erika/Assets/Scripts/Input/InputManager.cs
index 32b24809..ac6790db 100644
--- a/Erika/Assets/Scripts/Input/InputManager.cs
+++ b/Erika/Assets/Scripts/Input/InputManager.cs
@@ -3,27 +3,45 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
-/// 只处理逻辑,不涉及输入。逻辑和输入分离
+/// 只处理逻辑,不涉及输入。逻辑和输入分离。主要调用角色的command,不应该判断角色状态机,command具体能不能生效,由command内部控制。
/// </summary>
public class InputManager : SingletonMB<InputManager>
{
+ private EUnitDirection m_InputDir;
+
+ public bool CanInputMoveStop()
+ {
+ return m_InputDir == EUnitDirection.None;
+ }
+
+ #region 处理输入
public void InputTurn(EUnitDirection dir)
{
- PCController.instance.CommandTurn(dir);
+ if(dir != EUnitDirection.None)
+ {
+ UnitManager.Instance.pc.CommandTurn(dir);
+ }
}
public void InputMove(EUnitDirection dir)
{
- PCController.instance.CommandMove(dir);
+ m_InputDir = dir;
+
+ if (dir != EUnitDirection.None)
+ {
+ UnitManager.Instance.pc.CommandMove(dir);
+ }
}
public void InputSkill(int comboId)
{
- PCController.instance.CommandCombo(comboId);
+ UnitManager.Instance.pc.CommandCombo(comboId);
}
public void InputDodge()
{
}
+ #endregion
+
}