test mesh

This commit is contained in:
jze9
2026-04-17 02:14:56 +05:00
parent 087db550f1
commit 64293937a7
50 changed files with 2570 additions and 963 deletions

View File

@@ -16,10 +16,14 @@ public class PlayerInput : MonoBehaviour
public InputActionAsset actions;
// ── Непрерывные значения ──────────────────────────────────────────────────
public Vector2 MoveInput { get; private set; }
public Vector2 LookInput { get; private set; }
public bool Crouch { get; private set; }
public bool Run { get; private set; }
public Vector2 MoveInput { get; private set; }
public Vector2 LookInput { get; private set; }
public bool Crouch { get; private set; }
public bool Run { get; private set; }
/// <summary>ЛКМ удержана (разрушение блока). False когда инвентарь открыт.</summary>
public bool BreakHeld { get; private set; }
/// <summary>ПКМ нажата в этом кадре (постановка блока). False когда инвентарь открыт.</summary>
public bool PlacePressed { get; private set; }
// ── Дискретные события ────────────────────────────────────────────────────
public event Action OnToggleInventory;
@@ -107,12 +111,17 @@ public class PlayerInput : MonoBehaviour
void Update()
{
if (_gameplayMap == null || !_gameplayMap.enabled) return;
bool gameplayActive = _gameplayMap != null && _gameplayMap.enabled;
MoveInput = _gameplayMap["Move"].ReadValue<Vector2>();
LookInput = _gameplayMap["Look"].ReadValue<Vector2>();
Crouch = _gameplayMap["Crouch"].IsPressed();
Run = _gameplayMap["Run"].IsPressed();
MoveInput = gameplayActive ? _gameplayMap["Move"].ReadValue<Vector2>() : Vector2.zero;
LookInput = gameplayActive ? _gameplayMap["Look"].ReadValue<Vector2>() : Vector2.zero;
Crouch = gameplayActive && _gameplayMap["Crouch"].IsPressed();
Run = gameplayActive && _gameplayMap["Run"].IsPressed();
// Мышь через New Input System — отключаются вместе с gameplay
var mouse = UnityEngine.InputSystem.Mouse.current;
BreakHeld = gameplayActive && (mouse?.leftButton.isPressed ?? false);
PlacePressed = gameplayActive && (mouse?.rightButton.wasPressedThisFrame ?? false);
}
// ── Сохранение/загрузка биндингов ────────────────────────────────────────