Removed Unnecessary stuff

This commit is contained in:
Savya Bikram Shah
2026-05-27 12:56:19 +05:45
parent a1d3788def
commit f18b78db24
23 changed files with 9 additions and 505 deletions

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using System;
using UnityEngine;
namespace Darkmatter.Core.Contracts.Services.Inputs
{
public interface IInputReader
{
Vector2 TouchPosition { get; }
event Action OnTouchStart;
event Action OnTouchEnd;
}
}

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using System;
using Darkmatter.Core.Contracts.Features.Paper;
using UnityEngine;
namespace Darkmatter.Features.PaperRig
{
[Serializable]
public class PaperRig : IPaperRig
{
[SerializeField] private Camera artCamera;
[SerializeField] private RectTransform displayRect;
public Camera ArtCamera => artCamera;
public RectTransform DisplayRect => displayRect;
}
}

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{
"name": "Features.PaperRig",
"rootNamespace": "Darkmatter.Features.PaperRig",
"references": [
"GUID:6a0a834eb41764f12ba55c3fb04a40cb",
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
"GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using Darkmatter.Core.Contracts.Features.Paper;
using Darkmatter.Core.Contracts.Services.Camera;
using UnityEngine;
using CameraType = Darkmatter.Core.Enums.Services.Camera.CameraType;
namespace Darkmatter.Features.PaperRig.Darkmatter.Code.Features.PaperRig.Input
{
public class ArtInputBridge : IArtInputBridge
{
private readonly IPaperRig _paperRig;
private ICameraService _cameraService;
public ArtInputBridge(IPaperRig paperRig, ICameraService cameraService)
{
_paperRig = paperRig;
_cameraService = cameraService;
}
public bool TryScreenToArtWorld(Vector2 screenPos, out Vector2 artWorldPos)
{
var rectT = _paperRig.DisplayRect;
var uiCamera = _cameraService.GetCamera(CameraType.UICamera);
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
rectT, screenPos, uiCamera, out var local))
{
artWorldPos = default;
return false;
}
var rect = rectT.rect;
var uv = new Vector2(
(local.x - rect.xMin) / rect.width,
(local.y - rect.yMin) / rect.height);
if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1)
{
artWorldPos = default;
return false;
}
artWorldPos = _paperRig.ArtCamera.ViewportToWorldPoint(uv);
return true;
}
}
}

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using Darkmatter.Core.Contracts.Features.Paper;
using Darkmatter.Features.PaperRig.Darkmatter.Code.Features.PaperRig.Input;
using Darkmatter.Libs.Installers;
using UnityEngine;
using VContainer;
using VContainer.Unity;
namespace Darkmatter.Features.PaperRig
{
public class PaperRigServiceModule : MonoBehaviour, IServiceModule
{
[SerializeField] private PaperRig paperRig;
public void Register(IContainerBuilder builder)
{
builder.RegisterComponent<IPaperRig>(paperRig);
builder.Register<IArtInputBridge, ArtInputBridge>(Lifetime.Singleton);
}
}
}

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using Darkmatter.Core.Contracts.Services.Inputs;
using Darkmatter.Libs.Installers;
using Darkmatter.Services.Inputs.Readers;
using UnityEngine;
using VContainer;
using VContainer.Unity;
namespace Darkmatter.Services.Inputs
{
public class InputServiceModule : MonoBehaviour, IServiceModule
{
[SerializeField] private InputReaderSO inputReaderSO;
public void Register(IContainerBuilder builder)
{
builder.RegisterComponent<IInputReader>(inputReaderSO);
}
}
}

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@@ -1,47 +0,0 @@
using System;
using Darkmatter.Core.Contracts.Services.Inputs;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Darkmatter.Services.Inputs.Readers
{
[CreateAssetMenu(menuName = "Darkmatter/Inputs/New Input Reader")]
public class InputReaderSO : ScriptableObject, IInputReader, GameInputs.IPlayerActions
{
public Vector2 TouchPosition { get; private set; }
public event Action OnTouchStart;
public event Action OnTouchEnd;
private GameInputs _gameInputActions;
private void OnEnable()
{
_gameInputActions = new GameInputs();
_gameInputActions.Player.SetCallbacks(this);
_gameInputActions.Enable();
}
public void OnTouchPosition(InputAction.CallbackContext context)
{
TouchPosition = context.ReadValue<Vector2>();
}
public void OnTouched(InputAction.CallbackContext context)
{
if(context.started)
OnTouchStart?.Invoke();
else if(context.canceled)
OnTouchEnd?.Invoke();
}
private void OnDisable()
{
if (_gameInputActions != null)
{
_gameInputActions.Disable();
_gameInputActions.Dispose();
_gameInputActions = null;
}
}
}
}

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