Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Actions/Composites/AxisComposite.cs

205 lines
9.1 KiB
C#
Raw Normal View History

2023-03-28 13:24:16 -04:00
using System.ComponentModel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Processors;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Composites
{
/// <summary>
/// A single axis value computed from one axis that pulls in the <see cref="negative"/> direction (<see cref="minValue"/>) and one
/// axis that pulls in the <see cref="positive"/> direction (<see cref="maxValue"/>).
/// </summary>
/// <remarks>
/// The limits of the axis are determined by <see cref="minValue"/> and <see cref="maxValue"/>.
/// By default, they are set to <c>[-1..1]</c>. The values can be set as parameters.
///
/// <example>
/// <code>
/// var action = new InputAction();
/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
/// .With("Negative", "&lt;Keyboard&gt;/a")
/// .With("Positive", "&lt;Keyboard&gt;/d");
/// </code>
/// </example>
///
/// If both axes are actuated at the same time, the behavior depends on <see cref="whichSideWins"/>.
/// By default, neither side will win (<see cref="WhichSideWins.Neither"/>) and the result
/// will be 0 (or, more precisely, the midpoint between <see cref="minValue"/> and <see cref="maxValue"/>).
/// This can be customized to make the positive side win (<see cref="WhichSideWins.Positive"/>)
/// or the negative one (<see cref="WhichSideWins.Negative"/>).
///
/// This is useful, for example, in a driving game where break should cancel out accelerate.
/// By binding <see cref="negative"/> to the break control(s) and <see cref="positive"/> to the
/// acceleration control(s), and setting <see cref="whichSideWins"/> to <see cref="WhichSideWins.Negative"/>,
/// if the break button is pressed, it will always cause the acceleration button to be ignored.
///
/// The actual <em>absolute</em> values of <see cref="negative"/> and <see cref="positive"/> are used
/// to scale <see cref="minValue"/> and <see cref="maxValue"/> respectively. So if, for example, <see cref="positive"/>
/// is bound to <see cref="Gamepad.rightTrigger"/> and the trigger is at a value of 0.5, then the resulting
/// value is <c>maxValue * 0.5</c> (the actual formula is <c>midPoint + (maxValue - midPoint) * positive</c>).
/// </remarks>
[DisplayStringFormat("{negative}/{positive}")]
[DisplayName("Positive/Negative Binding")]
public class AxisComposite : InputBindingComposite<float>
{
/// <summary>
/// Binding for the axis input that controls the negative [<see cref="minValue"/>..0] direction of the
/// combined axis.
/// </summary>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
[InputControl(layout = "Axis")] public int negative = 0;
/// <summary>
/// Binding for the axis input that controls the positive [0..<see cref="maxValue"/>] direction of the
/// combined axis.
/// </summary>
/// <remarks>
/// This property is automatically assigned by the input system.
/// </remarks>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
[InputControl(layout = "Axis")] public int positive = 0;
/// <summary>
/// The lower bound that the axis is limited to. -1 by default.
/// </summary>
/// <remarks>
/// This value corresponds to the full actuation of the control(s) bound to <see cref="negative"/>.
///
/// <example>
/// <code>
/// var action = new InputAction();
/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
/// .With("Negative", "&lt;Keyboard&gt;/a")
/// .With("Positive", "&lt;Keyboard&gt;/d");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="maxValue"/>
/// <seealso cref="negative"/>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
[Tooltip("Value to return when the negative side is fully actuated.")]
public float minValue = -1;
/// <summary>
/// The upper bound that the axis is limited to. 1 by default.
/// </summary>
/// <remarks>
/// This value corresponds to the full actuation of the control(s) bound to <see cref="positive"/>.
///
/// <example>
/// <code>
/// var action = new InputAction();
/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
/// .With("Negative", "&lt;Keyboard&gt;/a")
/// .With("Positive", "&lt;Keyboard&gt;/d");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="minValue"/>
/// <seealso cref="positive"/>
// ReSharper disable once MemberCanBePrivate.Global
// ReSharper disable once FieldCanBeMadeReadOnly.Global
[Tooltip("Value to return when the positive side is fully actuated.")]
public float maxValue = 1;
/// <summary>
/// If both the <see cref="positive"/> and <see cref="negative"/> button are actuated, this
/// determines which value is returned from the composite.
/// </summary>
[Tooltip("If both the positive and negative side are actuated, decides what value to return. 'Neither' (default) means that " +
"the resulting value is the midpoint between min and max. 'Positive' means that max will be returned. 'Negative' means that " +
"min will be returned.")]
public WhichSideWins whichSideWins = WhichSideWins.Neither;
/// <summary>
/// The value that is returned if the composite is in a neutral position, that is, if
/// neither <see cref="positive"/> nor <see cref="negative"/> are actuated or if
/// <see cref="whichSideWins"/> is set to <see cref="WhichSideWins.Neither"/> and
/// both <see cref="positive"/> and <see cref="negative"/> are actuated.
/// </summary>
public float midPoint => (maxValue + minValue) / 2;
////TODO: add parameters to control ramp up&down
/// <inheritdoc />
public override float ReadValue(ref InputBindingCompositeContext context)
{
var negativeValue = Mathf.Abs(context.ReadValue<float>(negative));
var positiveValue = Mathf.Abs(context.ReadValue<float>(positive));
var negativeIsActuated = negativeValue > Mathf.Epsilon;
var positiveIsActuated = positiveValue > Mathf.Epsilon;
if (negativeIsActuated == positiveIsActuated)
{
switch (whichSideWins)
{
case WhichSideWins.Negative:
positiveIsActuated = false;
break;
case WhichSideWins.Positive:
negativeIsActuated = false;
break;
case WhichSideWins.Neither:
return midPoint;
}
}
var mid = midPoint;
if (negativeIsActuated)
return mid - (mid - minValue) * negativeValue;
return mid + (maxValue - mid) * positiveValue;
}
/// <inheritdoc />
public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
{
var value = ReadValue(ref context);
if (value < midPoint)
{
value = Mathf.Abs(value - midPoint);
return NormalizeProcessor.Normalize(value, 0, Mathf.Abs(minValue), 0);
}
value = Mathf.Abs(value - midPoint);
return NormalizeProcessor.Normalize(value, 0, Mathf.Abs(maxValue), 0);
}
/// <summary>
/// What happens to the value of an <see cref="AxisComposite"/> if both <see cref="positive"/>
/// and <see cref="negative"/> are actuated at the same time.
/// </summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1717:OnlyFlagsEnumsShouldHavePluralNames", Justification = "False positive: `Wins` is not a plural form.")]
public enum WhichSideWins
{
/// <summary>
/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the sides cancel
/// each other out and the result is 0.
/// </summary>
Neither = 0,
/// <summary>
/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the value of
/// <see cref="positive"/> wins and <see cref="negative"/> is ignored.
/// </summary>
Positive = 1,
/// <summary>
/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the value of
/// <see cref="negative"/> wins and <see cref="positive"/> is ignored.
/// </summary>
Negative = 2,
}
}
}