231 lines
10 KiB
C#
231 lines
10 KiB
C#
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using System.ComponentModel;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.Scripting;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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#endif
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////TODO: protect against the control *hovering* around the press point; this should not fire the press repeatedly; probably need a zone around the press point
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////TODO: also, for analog controls, we probably want a deadzone that gives just a tiny little buffer at the low end before the action starts
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////REVIEW: shouldn't it use Canceled for release on PressAndRelease instead of triggering Performed again?
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namespace UnityEngine.InputSystem.Interactions
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{
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/// <summary>
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/// Performs the action at specific points in a button press-and-release sequence according top <see cref="behavior"/>.
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/// </summary>
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/// <remarks>
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/// By default, uses <see cref="PressBehavior.PressOnly"/> which performs the action as soon as the control crosses the
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/// button press threshold defined by <see cref="pressPoint"/>. The action then will not trigger again until the control
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/// is first released.
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///
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/// Can be set to instead trigger on release (that is, when the control goes back below the button press threshold) using
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/// <see cref="PressBehavior.ReleaseOnly"/> or can be set to trigger on both press and release using <see cref="PressBehavior.PressAndRelease"/>).
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///
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/// Note that using an explicit press interaction is only necessary if the goal is to either customize the press behavior
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/// of a button or when binding to controls that are not buttons as such (the press interaction compares magnitudes to
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/// <see cref="pressPoint"/> and thus any type of control that can deliver a magnitude can act as a button). The default
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/// behavior available out of the box when binding <see cref="InputActionType.Button"/> type actions to button-type controls
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/// (<see cref="UnityEngine.InputSystem.Controls.ButtonControl"/>) corresponds to using a press modifier with <see cref="behavior"/>
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/// set to <see cref="PressBehavior.PressOnly"/> and <see cref="pressPoint"/> left at default.
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/// </remarks>
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[DisplayName("Press")]
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public class PressInteraction : IInputInteraction
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{
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/// <summary>
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/// Amount of actuation required before a control is considered pressed.
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/// </summary>
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/// <remarks>
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/// If zero (default), defaults to <see cref="InputSettings.defaultButtonPressPoint"/>.
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/// </remarks>
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[Tooltip("The amount of actuation a control requires before being considered pressed. If not set, default to "
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+ "'Default Press Point' in the global input settings.")]
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public float pressPoint;
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////REVIEW: this should really be named "pressBehavior"
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/// <summary>
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/// Determines how button presses trigger the action.
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/// </summary>
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/// <remarks>
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/// By default (PressOnly), the action is performed on press.
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/// With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is
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/// performed on press and on release.
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/// </remarks>
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[Tooltip("Determines how button presses trigger the action. By default (PressOnly), the action is performed on press. "
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+ "With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is performed on press and release.")]
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public PressBehavior behavior;
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private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
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private bool m_WaitingForRelease;
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public void Process(ref InputInteractionContext context)
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{
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var actuation = context.ComputeMagnitude();
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switch (behavior)
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{
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case PressBehavior.PressOnly:
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if (m_WaitingForRelease)
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{
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if (actuation <= releasePointOrDefault)
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{
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m_WaitingForRelease = false;
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if (Mathf.Approximately(0f, actuation))
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context.Canceled();
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else
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context.Started();
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}
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}
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else if (actuation >= pressPointOrDefault)
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{
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m_WaitingForRelease = true;
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// Stay performed until release.
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context.PerformedAndStayPerformed();
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}
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else if (actuation > 0 && !context.isStarted)
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{
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context.Started();
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}
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else if (Mathf.Approximately(0f, actuation) && context.isStarted)
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{
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context.Canceled();
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}
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break;
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case PressBehavior.ReleaseOnly:
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if (m_WaitingForRelease)
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{
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if (actuation <= releasePointOrDefault)
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{
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m_WaitingForRelease = false;
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context.Performed();
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context.Canceled();
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}
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}
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else if (actuation >= pressPointOrDefault)
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{
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m_WaitingForRelease = true;
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if (!context.isStarted)
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context.Started();
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}
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else
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{
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var started = context.isStarted;
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if (actuation > 0 && !started)
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context.Started();
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else if (Mathf.Approximately(0, actuation) && started)
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context.Canceled();
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}
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break;
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case PressBehavior.PressAndRelease:
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if (m_WaitingForRelease)
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{
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if (actuation <= releasePointOrDefault)
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{
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m_WaitingForRelease = false;
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context.Performed();
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if (Mathf.Approximately(0, actuation))
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context.Canceled();
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}
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}
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else if (actuation >= pressPointOrDefault)
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{
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m_WaitingForRelease = true;
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context.PerformedAndStayPerformed();
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}
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else
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{
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var started = context.isStarted;
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if (actuation > 0 && !started)
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context.Started();
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else if (Mathf.Approximately(0, actuation) && started)
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context.Canceled();
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}
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break;
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}
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}
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public void Reset()
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{
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m_WaitingForRelease = false;
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}
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}
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/// <summary>
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/// Determines how to trigger an action based on button presses.
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/// </summary>
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/// <seealso cref="PressInteraction.behavior"/>
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public enum PressBehavior
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{
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/// <summary>
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/// Perform the action when the button is pressed.
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/// </summary>
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/// <remarks>
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/// Triggers <see cref="InputAction.performed"/> when a control crosses the button press threshold.
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/// </remarks>
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// ReSharper disable once UnusedMember.Global
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PressOnly = 0,
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/// <summary>
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/// Perform the action when the button is released.
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/// </summary>
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/// <remarks>
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/// Triggers <see cref="InputAction.started"/> when a control crosses the button press threshold and
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/// <see cref="InputAction.performed"/> when the control goes back below the button press threshold.
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/// </remarks>
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// ReSharper disable once UnusedMember.Global
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ReleaseOnly = 1,
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/// <summary>
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/// Perform the action when the button is pressed and when the button is released.
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/// </summary>
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/// <remarks>
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/// Triggers <see cref="InputAction.performed"/> when a control crosses the button press threshold
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/// and triggers <see cref="InputAction.performed"/> again when it goes back below the button press
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/// threshold.
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/// </remarks>
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// ReSharper disable once UnusedMember.Global
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PressAndRelease = 2,
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}
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#if UNITY_EDITOR
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/// <summary>
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/// UI that is displayed when editing <see cref="PressInteraction"/> in the editor.
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/// </summary>
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// ReSharper disable once UnusedMember.Global
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internal class PressInteractionEditor : InputParameterEditor<PressInteraction>
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{
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protected override void OnEnable()
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{
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m_PressPointSetting.Initialize("Press Point",
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"The amount of actuation a control requires before being considered pressed. If not set, default to "
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+ "'Default Button Press Point' in the global input settings.",
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"Default Button Press Point",
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() => target.pressPoint, v => target.pressPoint = v,
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() => InputSystem.settings.defaultButtonPressPoint);
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}
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public override void OnGUI()
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{
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EditorGUILayout.HelpBox(s_HelpBoxText);
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target.behavior = (PressBehavior)EditorGUILayout.EnumPopup(s_PressBehaviorLabel, target.behavior);
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m_PressPointSetting.OnGUI();
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}
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private CustomOrDefaultSetting m_PressPointSetting;
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private static readonly GUIContent s_HelpBoxText = EditorGUIUtility.TrTextContent("Note that the 'Press' interaction is only "
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+ "necessary when wanting to customize button press behavior. For default press behavior, simply set the action type to 'Button' "
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+ "and use the action without interactions added to it.");
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private static readonly GUIContent s_PressBehaviorLabel = EditorGUIUtility.TrTextContent("Trigger Behavior",
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"Determines how button presses trigger the action. By default (PressOnly), the action is performed on press. "
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+ "With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is performed on press and "
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+ "canceled on release.");
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}
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#endif
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}
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