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 { // 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", "/leftStick") // .With("Multiplier", "/rightTrigger"); InputSystem.RegisterBindingComposite(); } // 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", "/rightTrigger") // .With("Stick", "/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(stick); var multiplierValue = context.ReadValue(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 { 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