using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
namespace UnityEngine.InputSystem.Controls
{
///
/// A floating-point 3D vector control composed of three AxisControls.
///
public class Vector3Control : InputControl
{
[InputControl(offset = 0, displayName = "X")]
public AxisControl x { get; set; }
[InputControl(offset = 4, displayName = "Y")]
public AxisControl y { get; set; }
[InputControl(offset = 8, displayName = "Z")]
public AxisControl z { get; set; }
public Vector3Control()
{
m_StateBlock.format = InputStateBlock.FormatVector3;
}
protected override void FinishSetup()
{
x = GetChildControl("x");
y = GetChildControl("y");
z = GetChildControl("z");
base.FinishSetup();
}
public override unsafe Vector3 ReadUnprocessedValueFromState(void* statePtr)
{
return new Vector3(
x.ReadUnprocessedValueFromState(statePtr),
y.ReadUnprocessedValueFromState(statePtr),
z.ReadUnprocessedValueFromState(statePtr));
}
public override unsafe void WriteValueIntoState(Vector3 value, void* statePtr)
{
x.WriteValueIntoState(value.x, statePtr);
y.WriteValueIntoState(value.y, statePtr);
z.WriteValueIntoState(value.z, statePtr);
}
public override unsafe float EvaluateMagnitude(void* statePtr)
{
////REVIEW: this can go beyond 1; that okay?
return ReadValueFromState(statePtr).magnitude;
}
}
}