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@nkjzm
Last active December 16, 2019 17:06
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InputFieldの入力中に判定しない拡張Inputクラス(CC0)
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityEngine
{
public class ExclusiveInput
{
public static bool IsFocusedOnInputField
{
get
{
return EventSystem.current?.currentSelectedGameObject?.GetComponent<InputField>() != null;
}
}
//
// Summary:
// Returns true the first frame the user hits any key or mouse button. (Read Only)
public static bool anyKeyDown
{
get
{
return !IsFocusedOnInputField && Input.anyKeyDown;
}
}
//
// Summary:
// Is any key or mouse button currently held down? (Read Only)
public static bool anyKey
{
get
{
return !IsFocusedOnInputField && Input.anyKey;
}
}
//
// Summary:
// Returns the value of the virtual axis identified by axisName.
//
// Parameters:
// axisName:
public static float GetAxis(string axisName)
{
return IsFocusedOnInputField ? 0 : Input.GetAxis(axisName);
}
//
// Summary:
// Returns the value of the virtual axis identified by axisName with no smoothing
// filtering applied.
//
// Parameters:
// axisName:
public static float GetAxisRaw(string axisName)
{
return IsFocusedOnInputField ? 0 : Input.GetAxisRaw(axisName);
}
//
// Summary:
// Returns true while the user holds down the key identified by name.
//
// Parameters:
// name:
public static bool GetKey(string name)
{
return !IsFocusedOnInputField && Input.GetKey(name);
}
//
// Summary:
// Returns true while the user holds down the key identified by the key KeyCode
// enum parameter.
//
// Parameters:
// key:
public static bool GetKey(KeyCode key)
{
return !IsFocusedOnInputField && Input.GetKey(key);
}
//
// Summary:
// Returns true during the frame the user starts pressing down the key identified
// by name.
//
// Parameters:
// name:
public static bool GetKeyDown(string name)
{
return !IsFocusedOnInputField && Input.GetKeyDown(name);
}
//
// Summary:
// Returns true during the frame the user starts pressing down the key identified
// by the key KeyCode enum parameter.
//
// Parameters:
// key:
public static bool GetKeyDown(KeyCode key)
{
return !IsFocusedOnInputField && Input.GetKeyDown(key);
}
//
// Summary:
// Returns true during the frame the user releases the key identified by the key
// KeyCode enum parameter.
//
// Parameters:
// key:
public static bool GetKeyUp(KeyCode key)
{
return !IsFocusedOnInputField && Input.GetKeyUp(key);
}
//
// Summary:
// Returns true during the frame the user releases the key identified by name.
//
// Parameters:
// name:
public static bool GetKeyUp(string name)
{
return !IsFocusedOnInputField && Input.GetKeyUp(name);
}
}
}
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