using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.Events; using System; public class FiremanInputManager : MonoBehaviour, IListener { public InputEvent waterHoseEvent; private InputActions input; void Awake() { input = new InputActions(); EventManager.Instance.AddListener(EVENT_TYPE.ON_VR_CONTROLMODE_SWITCHED, this); } private void OnEnable() { input.FiremanInput.Enable(); // Shoot input.FiremanInput.Shoot.performed += OnWaterHose; input.FiremanInput.Shoot.canceled += OnWaterHose; } private void OnDisable() { // Shoot input.FiremanInput.Shoot.performed -= OnWaterHose; input.FiremanInput.Shoot.canceled -= OnWaterHose; input.FiremanInput.Disable(); } private void OnWaterHose(InputAction.CallbackContext ctx) { waterHoseEvent.Invoke(ctx); } public void OnEvent<T>(EVENT_TYPE eventType, Component Sender, T param = default) { switch(eventType) { case EVENT_TYPE.ON_VR_CONTROLMODE_SWITCHED: break; } } }