62 lines
2.4 KiB
C#
62 lines
2.4 KiB
C#
using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace Beautify.Demos {
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public static class InputProxy {
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public static bool GetKeyDown(KeyCode keyCode) {
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#if ENABLE_INPUT_SYSTEM
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Keyboard keyboard = Keyboard.current;
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if (keyboard == null) return false;
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switch (keyCode) {
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case KeyCode.J: return keyboard.jKey.wasPressedThisFrame;
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case KeyCode.T: return keyboard.tKey.wasPressedThisFrame;
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case KeyCode.B: return keyboard.bKey.wasPressedThisFrame;
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case KeyCode.C: return keyboard.cKey.wasPressedThisFrame;
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case KeyCode.N: return keyboard.nKey.wasPressedThisFrame;
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case KeyCode.F: return keyboard.fKey.wasPressedThisFrame;
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case KeyCode.Alpha1: return keyboard.digit1Key.wasPressedThisFrame;
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case KeyCode.Alpha2: return keyboard.digit2Key.wasPressedThisFrame;
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case KeyCode.Alpha3: return keyboard.digit3Key.wasPressedThisFrame;
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case KeyCode.Alpha4: return keyboard.digit4Key.wasPressedThisFrame;
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case KeyCode.Alpha5: return keyboard.digit5Key.wasPressedThisFrame;
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case KeyCode.Alpha6: return keyboard.digit6Key.wasPressedThisFrame;
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case KeyCode.Alpha7: return keyboard.digit7Key.wasPressedThisFrame;
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case KeyCode.Alpha8: return keyboard.digit8Key.wasPressedThisFrame;
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case KeyCode.Alpha9: return keyboard.digit9Key.wasPressedThisFrame;
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case KeyCode.Alpha0: return keyboard.digit0Key.wasPressedThisFrame;
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}
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return false;
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#elif ENABLE_LEGACY_INPUT_MANAGER
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return UnityEngine.Input.GetKeyDown(keyCode);
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#else
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return false;
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#endif
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}
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public static bool GetMouseButtonDown(int button) {
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#if ENABLE_INPUT_SYSTEM
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Mouse mouse = Mouse.current;
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if (mouse == null) return false;
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switch (button) {
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case 0: return mouse.leftButton.wasPressedThisFrame;
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case 1: return mouse.rightButton.wasPressedThisFrame;
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case 2: return mouse.middleButton.wasPressedThisFrame;
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default: return false;
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}
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#elif ENABLE_LEGACY_INPUT_MANAGER
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return UnityEngine.Input.GetMouseButtonDown(button);
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#else
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return false;
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#endif
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}
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}
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}
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