using UnityEngine; using UnityEngine.InputSystem; public class InputManagerLR : MonoBehaviour { static InputManagerLR instance; [SerializeField] InputActionAsset ActionAsset; InputActionMap ActionMap; InputAction m_PrimaryButtonR; InputAction m_SecondaryButtonR; InputAction m_PrimaryButtonL; InputAction m_SecondaryButtonL; private void Awake() { instance = this; GameObject.DontDestroyOnLoad(gameObject); ActionMap = ActionAsset.FindActionMap("Test"); m_PrimaryButtonR = ActionMap.FindAction("XR_PrimaryButtonR", throwIfNotFound: true); m_PrimaryButtonL = ActionMap.FindAction("XR_PrimaryButtonL", throwIfNotFound: true); m_SecondaryButtonR = ActionMap.FindAction("XR_SecondaryButtonR", throwIfNotFound: true); m_SecondaryButtonL = ActionMap.FindAction("XR_SecondaryButtonL", throwIfNotFound: true); } private void OnEnable() { ActionMap?.Enable(); } private void OnDisable() { ActionMap?.Disable(); } // Aボタン public static bool PrimaryButtonR() => instance.m_PrimaryButtonR.IsPressed(); public static bool PrimaryButtonR_OnPress() => instance.m_PrimaryButtonR.WasPressedThisFrame(); public static bool PrimaryButtonR_OnRelease() => instance.m_PrimaryButtonR.WasReleasedThisFrame(); // Xボタン public static bool PrimaryButtonL() => instance.m_PrimaryButtonL.IsPressed(); public static bool PrimaryButtonL_OnPress() => instance.m_PrimaryButtonL.WasPressedThisFrame(); public static bool PrimaryButtonL_OnRelease() => instance.m_PrimaryButtonL.WasReleasedThisFrame(); // Bボタン public static bool SecondaryButtonR() => instance.m_SecondaryButtonR.IsPressed(); public static bool SecondaryButtonR_OnPress() => instance.m_SecondaryButtonR.WasPressedThisFrame(); public static bool SecondaryButtonR_OnRelease() => instance.m_SecondaryButtonR.WasReleasedThisFrame(); // Yボタン public static bool SecondaryButtonL() => instance.m_SecondaryButtonL.IsPressed(); public static bool SecondaryButtonL_OnPress() => instance.m_SecondaryButtonL.WasPressedThisFrame(); public static bool SecondaryButtonL_OnRelease() => instance.m_SecondaryButtonL.WasReleasedThisFrame(); }