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.enabled
  • Component.gameObject
  • Component.transform
  • Object.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.