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* Fixed an issue in Mono games when the target you are inspecting is destroyed (window would not close as it should). * Cleaned up and refactored the Input support so it's easier to manage.
43 lines
1.8 KiB
C#
43 lines
1.8 KiB
C#
using System;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace Explorer.Input
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{
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public class LegacyInput : AbstractInput
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{
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public static Type TInput => _input ?? (_input = ReflectionHelpers.GetTypeByName("UnityEngine.Input"));
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private static Type _input;
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private static PropertyInfo _mousePositionProp;
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private static MethodInfo _getKeyMethod;
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private static MethodInfo _getKeyDownMethod;
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private static MethodInfo _getMouseButtonMethod;
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private static MethodInfo _getMouseButtonDownMethod;
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public override Vector2 MousePosition => (Vector3)_mousePositionProp.GetValue(null, null);
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public override bool GetKey(KeyCode key) => (bool)_getKeyMethod.Invoke(null, new object[] { key });
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public override bool GetKeyDown(KeyCode key) => (bool)_getKeyDownMethod.Invoke(null, new object[] { key });
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public override bool GetMouseButton(int btn) => (bool)_getMouseButtonMethod.Invoke(null, new object[] { btn });
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public override bool GetMouseButtonDown(int btn) => (bool)_getMouseButtonDownMethod.Invoke(null, new object[] { btn });
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public override void Init()
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{
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ExplorerCore.Log("Initializing Legacy Input support...");
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_mousePositionProp = TInput.GetProperty("mousePosition");
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_getKeyMethod = TInput.GetMethod("GetKey", new Type[] { typeof(KeyCode) });
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_getKeyDownMethod = TInput.GetMethod("GetKeyDown", new Type[] { typeof(KeyCode) });
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_getMouseButtonMethod = TInput.GetMethod("GetMouseButton", new Type[] { typeof(int) });
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_getMouseButtonDownMethod = TInput.GetMethod("GetMouseButtonDown", new Type[] { typeof(int) });
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}
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}
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}
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