AplosInputManager
AplosInputManager wires the console's debug input bindings to Unity's Input System. On
start-up it resolves the active control scheme, selects the matching DebugInputActionMapper,
and binds that mapper's input against a PlayerInput. When no PlayerInput exists in the
scene it spawns a temporary debug-specific one from the configured prefab.
Inheritance
object
↳ Object
↳ Component
↳ Behaviour
↳ MonoBehaviour
↳ AplosInputManager
Inherited Members:
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.Invoke(string, float)MonoBehaviour.InvokeRepeating(string, float, float)MonoBehaviour.CancelInvoke(string)MonoBehaviour.StartCoroutine(IEnumerator)MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()Behaviour.enabledComponent.gameObjectComponent.transformObject.name- …
Namespace: AplosConsole.Input
Properties
| Name | Data Type | Description |
|---|---|---|
Instance |
AplosInputManager |
Static singleton reference to the active input manager. Assigned on Awake, read-only from outside the class. |
PlayerInput |
PlayerInput |
The PlayerInput currently driving the console's debug input bindings. Set when a PlayerInput is discovered or created during StartPlayerInput(). Get/set. |
ActiveConsoleInputAdapter |
IAplosConsoleInputAdapter |
The adapter resolved from this GameObject on Awake; bridges console open/close events to the active input action map. An error is logged if none is present. Read-only from outside the class. |
_debugInputBindings |
List<DebugInputActionMapper> |
Required dependency. Serialized list of DebugInputActionMappers, one per control scheme. The manager selects the mapper whose SchemaName matches the active control scheme and binds its input. |
_settings |
AplosCommandConfiguration |
Required dependency. Serialized reference to the AplosCommandConfiguration asset, used to instantiate the fallback PlayerInputPrefab when no PlayerInput is found in the scene. |
Public methods
StartPlayerInput
Example
AplosInputManager.Instance.StartPlayerInput();
Description: Entry point that activates console input. Finds an existing PlayerInput in the scene and initialises the console bindings against it; if none exists, spawns a temporary debug-specific PlayerInput from the configured prefab and initialises against that. If no DebugInputActionMapper matches the active control scheme, a warning is logged and no binding is applied.