Button Class(按钮类别)

代码整理:
1.提供IsPressing信号,让其他模块或后续模块得知目前用户硬件输入状态。
2.OnPressed 信号,提供…目前是否刚刚按下此按钮。
3.OnReleased信号,…目前是否刚刚释放此按钮。

在Assets目录下新建类程式码(MyButton)1.不继承MonoBehavier;写入三种状态以及两种判断状态。

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

public class MyButton {
    /// <summary>
    /// 三种状态(缺省为false)
    /// </summary>
    public bool IsPressing = false;
    public bool OnPressed = false;
    public bool OnReleased = false;

    private bool curState = false;      //目前的状态
    private bool lastState = false;     //前一次状态


    public void Tick(bool input)
    {
        curState = input;
        IsPressing = curState;

        OnPressed = false;
        OnReleased = false;
        if(curState != lastState)
        {
            if(curState ==true )
            {
                OnPressed = true;
            }
            else
            {
                OnReleased = true;
            }
        }
        lastState = curState;
    }
}

2.整理多余代码:

  /// <summary>
    /// 实例化MyButton按键
    /// </summary>
    public MyButton buttonA = new MyButton();
    public MyButton buttonB = new MyButton();
    public MyButton buttonC= new MyButton();
    public MyButton buttonD = new MyButton();
    public MyButton buttonLB = new MyButton();
    public MyButton buttonLT = new MyButton();


 void Update () {

        //获取输入
        buttonA.Tick(Input.GetButton(btnA));
        buttonB.Tick(Input.GetButton(btnB));
        buttonC.Tick(Input.GetButton(btnC));
        buttonD.Tick(Input.GetButton(btnD));
        buttonLB.Tick(Input.GetButton(btnLB));
        buttonLT.Tick(Input.GetButton(btnLT));

 
        //这四行可以代替以下很多行  动画播放的判断条件(直接控制)
        run = buttonA.IsPressing;
        jump = buttonB.OnPressed;
        attack = buttonC.OnPressed;
        defense = buttonB.IsPressing;
        }

这样实现了按键式和长摁式键入的整理优化。

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转载自blog.csdn.net/weixin_44025382/article/details/86559299