/
InputSystem.cs
44 lines (34 loc) · 1.19 KB
/
InputSystem.cs
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using Entitas;
using UnityEngine;
public sealed class InputSystem : ISetPools, IExecuteSystem, ICleanupSystem {
const string PLAYER1_ID = "Player1";
Pools _pools;
Group _moveInputs;
Group _shootInputs;
public void SetPools(Pools pools) {
_pools = pools;
_moveInputs = pools.input.GetGroup(InputMatcher.MoveInput);
_shootInputs = pools.input.GetGroup(InputMatcher.ShootInput);
}
public void Execute() {
var moveX = Input.GetAxisRaw("Horizontal");
var moveY = Input.GetAxisRaw("Vertical");
_pools.input.CreateEntity()
.AddMoveInput(new Vector3(moveX, moveY))
.AddInputOwner(PLAYER1_ID);
if(Input.GetAxisRaw("Fire1") != 0) {
_pools.input.CreateEntity()
.IsShootInput(true)
.AddInputOwner(PLAYER1_ID);
}
_pools.input.isSlowMotion = Input.GetAxisRaw("Fire2") != 0;
}
public void Cleanup() {
foreach(var e in _moveInputs.GetEntities()) {
_pools.input.DestroyEntity(e);
}
foreach(var e in _shootInputs.GetEntities()) {
_pools.input.DestroyEntity(e);
}
}
}