181 lines
8.4 KiB
C#
181 lines
8.4 KiB
C#
|
using UnityEngine;
|
||
|
using UnityEngine.InputSystem;
|
||
|
using UnityEngine.InputSystem.Layouts;
|
||
|
using UnityEngine.InputSystem.Utilities;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
using UnityEditor;
|
||
|
using UnityEngine.InputSystem.Editor;
|
||
|
#endif
|
||
|
|
||
|
// Let's say we want to have a composite that takes an axis and uses
|
||
|
// it's value to multiply the length of a vector from a stick. This could
|
||
|
// be used, for example, to have the right trigger on the gamepad act as
|
||
|
// a strength multiplier on the value of the left stick.
|
||
|
//
|
||
|
// We start by creating a class that is based on InputBindingComposite<>.
|
||
|
// The type we give it is the type of value that we will compute. In this
|
||
|
// case, we will consume a Vector2 from the stick so that is the type
|
||
|
// of value we return.
|
||
|
//
|
||
|
// NOTE: By advertising the type of value we return, we also allow the
|
||
|
// input system to filter out our composite if it is not applicable
|
||
|
// to a specific type of action. For example, if an action is set
|
||
|
// to "Value" as its type and its "Control Type" is set to "Axis",
|
||
|
// our composite will not be shown as our value type (Vector2) is
|
||
|
// incompatible with the value type of Axis (float).
|
||
|
//
|
||
|
// Also, we need to register our composite with the input system. And we
|
||
|
// want to do it in a way that makes the composite visible in the action
|
||
|
// editor of the input system.
|
||
|
//
|
||
|
// For that to happen, we need to call InputSystem.RegisterBindingComposite
|
||
|
// sometime during startup. We make that happen by using [InitializeOnLoad]
|
||
|
// in the editor and [RuntimeInitializeOnLoadMethod] in the player.
|
||
|
#if UNITY_EDITOR
|
||
|
[InitializeOnLoad]
|
||
|
#endif
|
||
|
// We can customize the way display strings are formed for our composite by
|
||
|
// annotating it with DisplayStringFormatAttribute. The string is simply a
|
||
|
// list with elements to be replaced enclosed in curly braces. Everything
|
||
|
// outside those will taken verbatim. The fragments inside the curly braces
|
||
|
// in this case refer to the binding composite parts by name. Each such
|
||
|
// instance is replaced with the display text for the corresponding
|
||
|
// part binding.
|
||
|
[DisplayStringFormat("{multiplier}*{stick}")]
|
||
|
public class CustomComposite : InputBindingComposite<Vector2>
|
||
|
{
|
||
|
// In the editor, the static class constructor will be called on startup
|
||
|
// because of [InitializeOnLoad].
|
||
|
#if UNITY_EDITOR
|
||
|
static CustomComposite()
|
||
|
{
|
||
|
// Trigger our RegisterBindingComposite code in the editor.
|
||
|
Initialize();
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// In the player, [RuntimeInitializeOnLoadMethod] will make sure our
|
||
|
// initialization code gets called during startup.
|
||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||
|
private static void Initialize()
|
||
|
{
|
||
|
// This registers the composite with the input system. After calling this
|
||
|
// method, we can have bindings reference the composite. Also, the
|
||
|
// composite will show up in the action editor.
|
||
|
//
|
||
|
// NOTE: We don't supply a name for the composite here. The default logic
|
||
|
// will take the name of the type ("CustomComposite" in our case)
|
||
|
// and snip off "Composite" if used as a suffix (which is the case
|
||
|
// for us) and then use that as the name. So in our case, we are
|
||
|
// registering a composite called "Custom" here.
|
||
|
//
|
||
|
// If we were to use our composite with the AddCompositeBinding API,
|
||
|
// for example, it would look like this:
|
||
|
//
|
||
|
// myAction.AddCompositeBinding("Custom")
|
||
|
// .With("Stick", "<Gamepad>/leftStick")
|
||
|
// .With("Multiplier", "<Gamepad>/rightTrigger");
|
||
|
InputSystem.RegisterBindingComposite<CustomComposite>();
|
||
|
}
|
||
|
|
||
|
// So, we need two parts for our composite. The part that delivers the stick
|
||
|
// value and the part that delivers the axis multiplier. Note that each part
|
||
|
// may be bound to multiple controls. The input system handles that for us
|
||
|
// by giving us an integer identifier for each part that reads a single value
|
||
|
// from however many controls are bound to the part.
|
||
|
//
|
||
|
// In our case, this could be used, for example, to bind the "multiplier" part
|
||
|
// to both the left and the right trigger on the gamepad.
|
||
|
|
||
|
// To tell the input system of a "part" binding that we need for a composite,
|
||
|
// we add a public field with an "int" type and annotated with an [InputControl]
|
||
|
// attribute. We set the "layout" property on the attribute to tell the system
|
||
|
// what kind of control we expect to be bound to the part.
|
||
|
//
|
||
|
// NOTE: These part binding need to be *public fields* for the input system
|
||
|
// to find them.
|
||
|
//
|
||
|
// So this is introduces a part to the composite called "multiplier" and
|
||
|
// expecting an "Axis" control. The value of the field will be set by the
|
||
|
// input system. It will be some internal, unique numeric ID for the part
|
||
|
// which we can then use with InputBindingCompositeContext.ReadValue to
|
||
|
// read out the value of just that part.
|
||
|
[InputControl(layout = "Axis")]
|
||
|
public int multiplier;
|
||
|
|
||
|
// The other part we need is for the stick.
|
||
|
//
|
||
|
// NOTE: We could use "Stick" here but "Vector2" is a little less restrictive.
|
||
|
[InputControl(layout = "Vector2")]
|
||
|
public int stick;
|
||
|
|
||
|
// We may also expose "parameters" on our composite. These can be configured
|
||
|
// graphically in the action editor and also through AddCompositeBinding.
|
||
|
//
|
||
|
// Let's say we want to allow the user to specify an additional scale factor
|
||
|
// to apply to the value of "multiplier". We can do so by simply adding a
|
||
|
// public field of type float. Any public field that is not annotated with
|
||
|
// [InputControl] will be treated as a possible parameter.
|
||
|
//
|
||
|
// If we added a composite with AddCompositeBinding, we could configure the
|
||
|
// parameter like so:
|
||
|
//
|
||
|
// myAction.AddCompositeBinding("Custom(scaleFactor=0.5)"
|
||
|
// .With("Multiplier", "<Gamepad>/rightTrigger")
|
||
|
// .With("Stick", "<Gamepad>/leftStick");
|
||
|
public float scaleFactor = 1;
|
||
|
|
||
|
// Ok, so now we have all the configuration in place. The final piece we
|
||
|
// need is the actual logic that reads input from "multiplier" and "stick"
|
||
|
// and computes a final input value.
|
||
|
//
|
||
|
// We can do that by defining a ReadValue method which is the actual workhorse
|
||
|
// for our composite.
|
||
|
public override Vector2 ReadValue(ref InputBindingCompositeContext context)
|
||
|
{
|
||
|
// We read input from the parts we have by simply
|
||
|
// supplying the part IDs that the input system has set up
|
||
|
// for us to ReadValue.
|
||
|
//
|
||
|
// NOTE: Vector2 is a less straightforward than primitive value types
|
||
|
// like int and float. If there are multiple controls bound to the
|
||
|
// "stick" part, we need to tell the input system which one to pick.
|
||
|
// We do so by giving it an IComparer. In this case, we choose
|
||
|
// Vector2MagnitudeComparer to return the Vector2 with the greatest
|
||
|
// length.
|
||
|
var stickValue = context.ReadValue<Vector2, Vector2MagnitudeComparer>(stick);
|
||
|
var multiplierValue = context.ReadValue<float>(multiplier);
|
||
|
|
||
|
// The rest is simple. We just scale the vector we read by the
|
||
|
// multiple from the axis and apply our scale factor.
|
||
|
return stickValue * (multiplierValue * scaleFactor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Our custom composite is complete and fully functional. We could stop here and
|
||
|
// call it a day. However, for the sake of demonstration, let's say we also want
|
||
|
// to customize how the parameters for our composite are edited. We have "scaleFactor"
|
||
|
// so let's say we want to replace the default float inspector with a slider.
|
||
|
//
|
||
|
// We can replace the default UI by simply deriving a custom InputParameterEditor
|
||
|
// for our composite.
|
||
|
#if UNITY_EDITOR
|
||
|
public class CustomCompositeEditor : InputParameterEditor<CustomComposite>
|
||
|
{
|
||
|
public override void OnGUI()
|
||
|
{
|
||
|
// Using the 'target' property, we can access an instance of our composite.
|
||
|
var currentValue = target.scaleFactor;
|
||
|
|
||
|
// The easiest way to lay out our UI is to simply use EditorGUILayout.
|
||
|
// We simply assign the changed value back to the 'target' object. The input
|
||
|
// system will automatically detect a change in value.
|
||
|
target.scaleFactor = EditorGUILayout.Slider(m_ScaleFactorLabel, currentValue, 0, 2);
|
||
|
}
|
||
|
|
||
|
private GUIContent m_ScaleFactorLabel = new GUIContent("Scale Factor");
|
||
|
}
|
||
|
#endif
|