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path: root/Assets/Scripts/Input/InputManager.cs
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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)
	{
		if (keys.Length > m_CommandQueue.Count)
			return false;
        if (!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();
		return true;
	}

}