Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Helpers/CinemachineInputProvider.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

136 lines
5.5 KiB
C#

#if CINEMACHINE_UNITY_INPUTSYSTEM
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Users;
namespace Cinemachine
{
/// <summary>
/// This is an add-on to override the legacy input system and read input using the
/// UnityEngine.Input package API. Add this behaviour to any CinemachineVirtualCamera
/// or FreeLook that requires user input, and drag in the the desired actions.
/// If the Input System Package is not installed, then this behaviour does nothing.
/// </summary>
[HelpURL(Documentation.BaseURL + "manual/CinemachineAlternativeInput.html")]
public class CinemachineInputProvider : MonoBehaviour, AxisState.IInputAxisProvider
{
/// <summary>
/// Leave this at -1 for single-player games.
/// For multi-player games, set this to be the player index, and the actions will
/// be read from that player's controls
/// </summary>
[Tooltip("Leave this at -1 for single-player games. "
+ "For multi-player games, set this to be the player index, and the actions will "
+ "be read from that player's controls")]
public int PlayerIndex = -1;
/// <summary>If set, Input Actions will be auto-enabled at start</summary>
[Tooltip("If set, Input Actions will be auto-enabled at start")]
public bool AutoEnableInputs = true;
/// <summary>Vector2 action for XY movement</summary>
[Tooltip("Vector2 action for XY movement")]
public InputActionReference XYAxis;
/// <summary>Float action for Z movement</summary>
[Tooltip("Float action for Z movement")]
public InputActionReference ZAxis;
/// <summary>
/// Implementation of AxisState.IInputAxisProvider.GetAxisValue().
/// Axis index ranges from 0...2 for X, Y, and Z.
/// Reads the action associated with the axis.
/// </summary>
/// <param name="axis"></param>
/// <returns>The current axis value</returns>
public virtual float GetAxisValue(int axis)
{
if (enabled)
{
var action = ResolveForPlayer(axis, axis == 2 ? ZAxis : XYAxis);
if (action != null)
{
switch (axis)
{
case 0: return action.ReadValue<Vector2>().x;
case 1: return action.ReadValue<Vector2>().y;
case 2: return action.ReadValue<float>();
}
}
}
return 0;
}
const int NUM_AXES = 3;
InputAction[] m_cachedActions;
/// <summary>
/// In a multi-player context, actions are associated with specific players
/// This resolves the appropriate action reference for the specified player.
///
/// Because the resolution involves a search, we also cache the returned
/// action to make future resolutions faster.
/// </summary>
/// <param name="axis">Which input axis (0, 1, or 2)</param>
/// <param name="actionRef">Which action reference to resolve</param>
/// <returns>The cached action for the player specified in PlayerIndex</returns>
protected InputAction ResolveForPlayer(int axis, InputActionReference actionRef)
{
if (axis < 0 || axis >= NUM_AXES)
return null;
if (actionRef == null || actionRef.action == null)
return null;
if (m_cachedActions == null || m_cachedActions.Length != NUM_AXES)
m_cachedActions = new InputAction[NUM_AXES];
if (m_cachedActions[axis] != null && actionRef.action.id != m_cachedActions[axis].id)
m_cachedActions[axis] = null;
if (m_cachedActions[axis] == null)
{
m_cachedActions[axis] = actionRef.action;
if (PlayerIndex != -1)
m_cachedActions[axis] = GetFirstMatch(InputUser.all[PlayerIndex], actionRef);
if (AutoEnableInputs && actionRef != null && actionRef.action != null)
actionRef.action.Enable();
}
// Update enabled status
if (m_cachedActions[axis] != null && m_cachedActions[axis].enabled != actionRef.action.enabled)
{
if (actionRef.action.enabled)
m_cachedActions[axis].Enable();
else
m_cachedActions[axis].Disable();
}
return m_cachedActions[axis];
// local function to wrap the lambda which otherwise causes a tiny gc
InputAction GetFirstMatch(in InputUser user, InputActionReference aRef) =>
user.actions.First(x => x.id == aRef.action.id);
}
// Clean up
protected virtual void OnDisable()
{
m_cachedActions = null;
}
}
}
#else
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// This is an add-on to override the legacy input system and read input using the
/// UnityEngine.Input package API. Add this behaviour to any CinemachineVirtualCamera
/// or FreeLook that requires user input, and drag in the the desired actions.
/// If the Input System Package is not installed, then this behaviour does nothing.
/// </summary>
[AddComponentMenu("")] // Hide in menu
public class CinemachineInputProvider : MonoBehaviour {}
}
#endif