입력 시스템 개선

각자의 입력 처리 로직을 갖지 않고 NetworkPlayerController로부터 받아서 쓰도록 함
This commit is contained in:
2026-02-26 01:20:23 +09:00
parent 600f35ae8f
commit 9951aa98b2
4 changed files with 65 additions and 64 deletions

View File

@@ -34,7 +34,6 @@ namespace Northbound
private int currentRotation = 0; // 0-3
private Material[] originalMaterials;
private Renderer[] previewRenderers;
private PlayerInputActions _inputActions;
// 드래그 건설 관련
private bool isDragging = false;
@@ -53,35 +52,29 @@ namespace Northbound
{
_playerController = GetComponent<NetworkPlayerController>();
// 지연 초기화 - 다음 프레임에 체크
StartCoroutine(InitializeAfterOwnerSet());
if (_playerController != null)
{
_playerController.OnInputInitialized += TryInitializeInput;
}
// 이미 로컬 플레이어면 입력 초기화 시도
TryInitializeInput();
}
private System.Collections.IEnumerator InitializeAfterOwnerSet()
private void TryInitializeInput()
{
// _ownerPlayerId가 설정될 때까지 대기 (최대 1초)
float timeout = 1f;
while (_playerController != null && _playerController.OwnerPlayerId == ulong.MaxValue && timeout > 0)
{
yield return null;
timeout -= Time.deltaTime;
}
// 로컬 플레이어인지 확인
if (_playerController == null || !_playerController.IsLocalPlayer)
{
yield break;
}
if (_isInitialized) return; // 이미 초기화됨
if (_playerController == null || !_playerController.IsLocalPlayer) return;
if (_playerController.InputActions == null) return;
_isInitialized = true;
_inputActions = new PlayerInputActions();
_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
_inputActions.Player.Rotate.performed += OnRotate;
_inputActions.Player.Build.performed += OnBuildPressed;
_inputActions.Player.Build.canceled += OnBuildReleased;
_inputActions.Player.Cancel.performed += OnCancel;
_inputActions.Enable();
var inputActions = _playerController.InputActions;
inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
inputActions.Player.Rotate.performed += OnRotate;
inputActions.Player.Build.performed += OnBuildPressed;
inputActions.Player.Build.canceled += OnBuildReleased;
inputActions.Player.Cancel.performed += OnCancel;
// Create default materials if not assigned
if (validMaterial == null)
@@ -144,15 +137,19 @@ namespace Northbound
public override void OnNetworkDespawn()
{
if (_isInitialized && _inputActions != null)
if (_playerController != null)
{
_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
_inputActions.Player.Rotate.performed -= OnRotate;
_inputActions.Player.Build.performed -= OnBuildPressed;
_inputActions.Player.Build.canceled -= OnBuildReleased;
_inputActions.Player.Cancel.performed -= OnCancel;
_inputActions.Disable();
_inputActions.Dispose();
_playerController.OnInputInitialized -= TryInitializeInput;
if (_isInitialized && _playerController.InputActions != null)
{
var inputActions = _playerController.InputActions;
inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
inputActions.Player.Rotate.performed -= OnRotate;
inputActions.Player.Build.performed -= OnBuildPressed;
inputActions.Player.Build.canceled -= OnBuildReleased;
inputActions.Player.Cancel.performed -= OnCancel;
}
}
ClearDragPreviews();