using System; using UnityEngine; public class PlayManager : SingletonMonoBehaviour { protected override void OnAwake() { if (GameManager.Instance == null) { UnityEngine.SceneManagement.SceneManager.LoadScene(0); return; } } Event keyEvent; public Action keyWdown = null; public Action keyAdown = null; public Action keySdown = null; public Action keyDdown = null; public Action keyQdown = null; public Action kewEsc = null; public Action keySpace = null; public Action leftMouve = null; public Action rightMouve = null; private void OnGUI() { keyEvent = Event.current; if (keyEvent.type == EventType.KeyDown) // ۰¡ ´­¸° °æ¿ì { switch (Event.current.keyCode) { case KeyCode.Escape: kewEsc?.Invoke(); break; case KeyCode.A: keyAdown?.Invoke(); break; case KeyCode.D: keyDdown?.Invoke(); break; case KeyCode.S: keySdown?.Invoke(); break; case KeyCode.W: keyWdown?.Invoke(); break; case KeyCode.Q: keyQdown?.Invoke(); break; case KeyCode.Space: keySpace?.Invoke(); break; } } } private void Update() { if (Input.GetMouseButtonDown(0)) { leftMouve?.Invoke(); } if(Input.GetMouseButtonDown(1)) { rightMouve?.Invoke(); } } }