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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public struct InputCommand
{
	public KeyCode key;
	public float time;
}

// 处理输入逻辑,不涉及读取输入,只处理逻辑
public class InputManager : SingletonMB<InputManager>
{

	PCController _pc;

	List<InputCommand> m_CommandQueue = new List<InputCommand>();

	const float threshold = 3;

	PCController pc
	{
		get
		{
			if (_pc == null)
				_pc = PCController.instance;
			return _pc;
		}
	}

	public void OnUpdate()
	{
		foreach (KeyCode vKey in System.Enum.GetValues(typeof(KeyCode)))
		{
			if (Input.GetKeyDown(vKey))
			{
				InputCommand cmd = new InputCommand();
				cmd.key = vKey;
				cmd.time = Time.time;
				m_CommandQueue.Add(cmd);

                //Debug.Log(cmd.time);
                string cmdStr = "";
                m_CommandQueue.ForEach(s => cmdStr += s.key.ToString() + ",");
                Debug.Log(cmdStr);
            }
		}
		float curTime = Time.time;
		int removeCount = 0;
		for(int i = 0; i < m_CommandQueue.Count; ++i)
		{
			if(curTime - m_CommandQueue[i].time > threshold)
			{
				removeCount++;
			}
		}
		m_CommandQueue.RemoveRange(0, removeCount);
	}

	public bool TryCommand(float interval = 0.5f, params KeyCode[] keys)
	{
        return TryCommand(interval, true, keys);

    }

    public bool TryCommand(float interval = 0.5f, bool checkInput = false, params KeyCode[] keys)
    {
        if (keys.Length > m_CommandQueue.Count)
            return false;
        if (checkInput && !Input.GetKey(keys[keys.Length - 1]))
            return false;
        int count = m_CommandQueue.Count;
        float preTime = m_CommandQueue[count - keys.Length].time;
        for (int i = 0; i < keys.Length; ++i)
        {
            if (keys[i] == m_CommandQueue[i + count - keys.Length].key)
            {
                if (m_CommandQueue[i + count - keys.Length].time - preTime > interval)
                {
                    return false;
                }
                preTime = m_CommandQueue[i + count - keys.Length].time;
            }
            else
            {
                return false;
            }
        }
        //m_CommandQueue.RemoveRange(count - keys.Length, keys.Length);
        m_CommandQueue.Clear(); // 清理
        return true;
    }

    public void ClearCommand()
    {
        m_CommandQueue.Clear();
    }

}