Reputation: 2088
I've just updated to the new Input System from 2.7 to 2.8.
How the new Input System works is you create an input actions asset by going to Create-> Input Actions
This creates an asset where actions can be mapped to keys. One then create a C# script from this asset and use it in their code. Which is what I did. I called the Asset MyInput.inputactions
and the C# script is MyInput.cs
When you use the generated C# script this way you need to reference the asset in your script. However, after the update, it seems this is impossible to do from the editor. When I define a public MyInput
variable in my class, like so:
public class ShapeMover: MonoBehaviour
{
public MyInput controls;
private float _lastFallTime;
private float _fallSpeed;
private ShapeSpawner _spawn;
private GameObject _shapeToMove;
private Transform _shapeToMoveTransform;
private bool _isGameOver;
private const float _leftRotationAngle = (float) -1.57079633;
private const float _rightRotationAngle = (float) 1.57079633;
}
It isn't exposed in the inspector:
And I get an obvious NullReferenceException
error when I try to access the controls
variable.
Am I doing something wrong?
How can I reference the asset from the inspector? I have tried adding [SerializeField]
to the public declaration, it didn't help.
I was following this video and it worked fine until I updated to a newer Input System version.
For reference, this is the full ShapeMover class:
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace _Scripts
{
public class ShapeMover : MonoBehaviour
{
[SerializeField]
public MyInput controls;
private float _lastFallTime;
private float _fallSpeed;
private ShapeSpawner _spawn;
private GameObject _shapeToMove;
private Transform _shapeToMoveTransform;
private bool _isGameOver;
private const float _leftRotationAngle = (float) -1.57079633;
private const float _rightRotationAngle = (float) 1.57079633;
private void Awake()
{
_spawn = FindObjectOfType<ShapeSpawner>();
_lastFallTime = 0f;
_fallSpeed = GameGrid.Instance.GetFallSpeed();
_isGameOver = false;
Debug.Log("Registering controls callbacks...");
controls.Player.Movement.performed += ctx => Movement(ctx.ReadValue<Vector2>(), true);
controls.Player.Drop.performed += ctx => Drop();
controls.Menu.Reset.performed += ctx => Restart();
controls.Menu.Pause.performed += ctx => PauseToggle();
SetShapeToMove();
}
private void Restart()
{
GameGrid.Instance.ResetGame();
_isGameOver = false;
SetShapeToMove();
}
private void PauseToggle()
{
Debug.Log("Got Pause input");
var currentPauseState = GameGrid.Instance.IsPaused;
//If not paused, will pause
if (!currentPauseState)
{
// controls.Player.Movement.Disable();
// controls.Player.Drop.Disable();
// controls.Player.Menu.Disable();
// controls.Player.Disable();
GameGrid.Instance.IsPaused = true;
}
else
{
// controls.Player.Movement.Enable();
// controls.Player.Drop.Enable();
// controls.Player.Menu.Enable();
// controls.Player.Enable();
GameGrid.Instance.IsPaused = false;
}
}
private void Drop()
{
// Debug.Log("Should Drop Shape!");
bool didMove = true;
while (didMove)
{
didMove = Movement(new Vector2(0, -1), false);
}
}
private bool Movement(Vector2 direction, bool isFromInput)
{
if (isFromInput)
{
Debug.Log($"Got input {direction.ToString()}");
}
//Disable movement controls when game is over.
if (_isGameOver)
{
return false;
}
var oldPosition = _shapeToMoveTransform.position;
var oldRotation = _shapeToMoveTransform.rotation;
// Transform[] children = _shapeToMoveTransform.Cast<Transform>().ToArray();
var didMove = true;
var didEndMovement = false;
GameGrid.Instance.RemoveShapeFromGrid(_shapeToMoveTransform);
if (direction.x < 0)
{
didMove = MoveLeft();
}
else if (direction.x > 0)
{
didMove = MoveRight();
}
else if (direction.y > 0)
{
didMove = RotateLeft();
}
else if (direction.y < 0)
{
didMove = MoveDown();
if (!didMove)
{
didEndMovement = true;
}
}
//If Shape didn't move, restore previous position.
if (!didMove)
{
_shapeToMoveTransform.position = oldPosition;
_shapeToMoveTransform.rotation = oldRotation;
}
GameGrid.Instance.AddShapeToGrid(_shapeToMoveTransform);
// Debug.Log($"Shape {_shapeToMove.name} Position after movement Did Move: {didMove.ToString()}");
// Transform[] children = _shapeToMoveTransform.Cast<Transform>().ToArray();
// var lowestChild = children.OrderBy(x => x.position.y).First();
// Debug.Log($"{lowestChild.position.ToString()}");
if (didEndMovement)
{
GameGrid.Instance.ClearRows(_shapeToMoveTransform);
_isGameOver = GameGrid.Instance.IsGameOver(_shapeToMoveTransform);
if (!_isGameOver)
{
SetShapeToMove();
}
}
return didMove;
}
private void SetShapeToMove()
{
_shapeToMove = _spawn.SpawnShape();
_shapeToMoveTransform = _shapeToMove.transform;
}
private void Update()
{
if (_isGameOver)
{
return;
}
if (GameGrid.Instance.IsPaused)
{
return;
}
var time = Time.time;
if (!(time - (_lastFallTime + _fallSpeed) > 0))
{
return;
}
Movement(new Vector2(0, -1), false);
_lastFallTime = time;
_fallSpeed = GameGrid.Instance.GetFallSpeed();
}
private bool MoveLeft()
{
_shapeToMoveTransform.position += Vector3.right;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool MoveRight()
{
_shapeToMoveTransform.position += Vector3.left;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool MoveDown()
{
_shapeToMoveTransform.position += Vector3.down;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool RotateLeft()
{
_shapeToMoveTransform.Rotate(0, 0, -90);
// foreach (Transform child in _shapeToMoveTransform)
// {
// RotateTransform(child, _leftRotationAngle);
// }
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private void RotateTransform(Transform transformToRotate, float rotationAngleRadian)
{
var currentLocalPosition = transformToRotate.localPosition;
var currentX = currentLocalPosition.x;
var currentY = currentLocalPosition.y;
var rotatedX = currentX * Mathf.Cos(rotationAngleRadian) - currentY * Mathf.Sin(rotationAngleRadian);
var rotatedY = currentX * Mathf.Sin(rotationAngleRadian) + currentY * Mathf.Cos(rotationAngleRadian);
transformToRotate.localPosition = new Vector2(rotatedX, rotatedY);
// Debug.Log($"Position after rotation is: {transformToRotate.localPosition.ToString()}");
}
private bool RotateRight()
{
_shapeToMoveTransform.Rotate(0, 0, -90);
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private void OnEnable()
{
Debug.Log("Controls Enabled...");
controls.Enable();
}
// private void OnDisable()
// {
// Debug.Log("Controls Disabled...");
// controls.Disable();
// }
}
}
Upvotes: 4
Views: 11978
Reputation: 694
Just as you said, you can't reference the new generated input class anymore. To make it works, i instantiated the class, and use the SetCallbacks method, like this :
private MyInput _inputs;
public void Awake()
{
_inputs = new MyInput();
}
Truth be told, i don't know if it's the intended way of using the input class, but it works.
EDIT :
Starting from the 2.8 preview, an interface is automatically generated. I can only recommend it, cause it's very easy to use, you just need to inherits from IYourActionsSetNameActions and add the callbacks. (Also, you have to enable / disable the actions set, but you should be able to do it in another script)
Here is a complete base example, using your naming :
public class ShapeMover : MonoBehaviour, MyInput.IPlayerActions
{
private MyInput _inputs;
public void Awake()
{
_inputs = new MyInput();
_inputs.Player.SetCallbacks(this);
}
public void OnEnable()
{
_inputs.Player.Enable();
}
public void OnDisable()
{
_inputs.Player.Disable();
}
public void OnMovement(InputAction.CallbackContext context)
{
Vector2 delta = context.ReadValue<Vector2>();
transform.position += new Vector3(delta.x, 0, delta.y);
}
public void OnDrop(InputAction.CallbackContext context)
{
//TODO
}
// ...
}
Upvotes: 5