134 lines
5.1 KiB
C#
134 lines
5.1 KiB
C#
|
using System.ComponentModel;
|
||
|
using UnityEngine.InputSystem.Controls;
|
||
|
using UnityEngine.Scripting;
|
||
|
#if UNITY_EDITOR
|
||
|
using UnityEngine.InputSystem.Editor;
|
||
|
#endif
|
||
|
|
||
|
namespace UnityEngine.InputSystem.Interactions
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Performs the action if the control is pressed and held for at least the
|
||
|
/// set duration (which defaults to <see cref="InputSettings.defaultHoldTime"/>).
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The action is started when the control is pressed. If the control is released before the
|
||
|
/// set <see cref="duration"/>, the action is canceled. As soon as the hold time is reached,
|
||
|
/// the action performs. The action then stays performed until the control is released, at
|
||
|
/// which point the action cancels.
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// // Action that requires A button on gamepad to be held for half a second.
|
||
|
/// var action = new InputAction(binding: "<Gamepad>/buttonSouth", interactions: "hold(duration=0.5)");
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
/// </remarks>
|
||
|
[DisplayName("Hold")]
|
||
|
public class HoldInteraction : IInputInteraction
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Duration in seconds that the control must be pressed for the hold to register.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// If this is less than or equal to 0 (the default), <see cref="InputSettings.defaultHoldTime"/> is used.
|
||
|
///
|
||
|
/// Duration is expressed in real time and measured against the timestamps of input events
|
||
|
/// (<see cref="LowLevel.InputEvent.time"/>) not against game time (<see cref="Time.time"/>).
|
||
|
/// </remarks>
|
||
|
public float duration;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Magnitude threshold that must be crossed by an actuated control for the control to
|
||
|
/// be considered pressed.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// If this is less than or equal to 0 (the default), <see cref="InputSettings.defaultButtonPressPoint"/> is used instead.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="InputControl.EvaluateMagnitude()"/>
|
||
|
public float pressPoint;
|
||
|
|
||
|
private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultHoldTime;
|
||
|
private float pressPointOrDefault => pressPoint > 0.0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
|
||
|
|
||
|
private double m_TimePressed;
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
public void Process(ref InputInteractionContext context)
|
||
|
{
|
||
|
if (context.timerHasExpired)
|
||
|
{
|
||
|
context.PerformedAndStayPerformed();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch (context.phase)
|
||
|
{
|
||
|
case InputActionPhase.Waiting:
|
||
|
if (context.ControlIsActuated(pressPointOrDefault))
|
||
|
{
|
||
|
m_TimePressed = context.time;
|
||
|
|
||
|
context.Started();
|
||
|
context.SetTimeout(durationOrDefault);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case InputActionPhase.Started:
|
||
|
// If we've reached our hold time threshold, perform the hold.
|
||
|
// We do this regardless of what state the control changed to.
|
||
|
if (context.time - m_TimePressed >= durationOrDefault)
|
||
|
{
|
||
|
context.PerformedAndStayPerformed();
|
||
|
}
|
||
|
if (!context.ControlIsActuated())
|
||
|
{
|
||
|
// Control is no longer actuated so we're done.
|
||
|
context.Canceled();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case InputActionPhase.Performed:
|
||
|
if (!context.ControlIsActuated(pressPointOrDefault))
|
||
|
context.Canceled();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
public void Reset()
|
||
|
{
|
||
|
m_TimePressed = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>
|
||
|
/// UI that is displayed when editing <see cref="HoldInteraction"/> in the editor.
|
||
|
/// </summary>
|
||
|
internal class HoldInteractionEditor : InputParameterEditor<HoldInteraction>
|
||
|
{
|
||
|
protected override void OnEnable()
|
||
|
{
|
||
|
m_PressPointSetting.Initialize("Press Point",
|
||
|
"Float value that an axis control has to cross for it to be considered pressed.",
|
||
|
"Default Button Press Point",
|
||
|
() => target.pressPoint, v => target.pressPoint = v, () => ButtonControl.s_GlobalDefaultButtonPressPoint);
|
||
|
m_DurationSetting.Initialize("Hold Time",
|
||
|
"Time (in seconds) that a control has to be held in order for it to register as a hold.",
|
||
|
"Default Hold Time",
|
||
|
() => target.duration, x => target.duration = x, () => InputSystem.settings.defaultHoldTime);
|
||
|
}
|
||
|
|
||
|
public override void OnGUI()
|
||
|
{
|
||
|
m_PressPointSetting.OnGUI();
|
||
|
m_DurationSetting.OnGUI();
|
||
|
}
|
||
|
|
||
|
private CustomOrDefaultSetting m_PressPointSetting;
|
||
|
private CustomOrDefaultSetting m_DurationSetting;
|
||
|
}
|
||
|
#endif
|
||
|
}
|