using System; using UnityEngine; public class PlayManager : SingletonMonoBehaviour { protected override void OnAwake() { if (GameManager.Instance == null) { UnityEngine.SceneManagement.SceneManager.LoadScene(0); return; } //if( GameManager.Instance.isSpeedRun) //{ // Debug.Log("SpeedRun ¸ðµå Ȱ¼ºÈ­"); //} //else //{ // Debug.Log("ÀÏ¹Ý ¸ðµå Ȱ¼ºÈ­"); //} } Event keyEvent; public Action keyWdown = null; public Action keyAdown = null; public Action keySdown = null; public Action keyDdown = null; public Action keyWup = null; public Action keySup = null; public Action keyAup = null; public Action keyDup = null; public Action kewEsc = null; public Action keySpace = 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.Space: Debug.Log(keySpace); keySpace?.Invoke(); break; } } else if (keyEvent.type == EventType.KeyUp) { switch (Event.current.keyCode) { case KeyCode.A: keyAup?.Invoke(); break; case KeyCode.D: keyDup?.Invoke(); break; case KeyCode.S: keySup?.Invoke(); break; case KeyCode.W: keyWup?.Invoke(); break; } } } }