b486678290
Library -Artifacts
205 lines
9.1 KiB
C#
205 lines
9.1 KiB
C#
using System.ComponentModel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Processors;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Composites
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{
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/// <summary>
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/// A single axis value computed from one axis that pulls in the <see cref="negative"/> direction (<see cref="minValue"/>) and one
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/// axis that pulls in the <see cref="positive"/> direction (<see cref="maxValue"/>).
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/// </summary>
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/// <remarks>
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/// The limits of the axis are determined by <see cref="minValue"/> and <see cref="maxValue"/>.
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/// By default, they are set to <c>[-1..1]</c>. The values can be set as parameters.
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///
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/// <example>
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/// <code>
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/// var action = new InputAction();
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/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
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/// .With("Negative", "<Keyboard>/a")
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/// .With("Positive", "<Keyboard>/d");
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/// </code>
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/// </example>
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///
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/// If both axes are actuated at the same time, the behavior depends on <see cref="whichSideWins"/>.
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/// By default, neither side will win (<see cref="WhichSideWins.Neither"/>) and the result
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/// will be 0 (or, more precisely, the midpoint between <see cref="minValue"/> and <see cref="maxValue"/>).
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/// This can be customized to make the positive side win (<see cref="WhichSideWins.Positive"/>)
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/// or the negative one (<see cref="WhichSideWins.Negative"/>).
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///
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/// This is useful, for example, in a driving game where break should cancel out accelerate.
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/// By binding <see cref="negative"/> to the break control(s) and <see cref="positive"/> to the
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/// acceleration control(s), and setting <see cref="whichSideWins"/> to <see cref="WhichSideWins.Negative"/>,
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/// if the break button is pressed, it will always cause the acceleration button to be ignored.
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///
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/// The actual <em>absolute</em> values of <see cref="negative"/> and <see cref="positive"/> are used
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/// to scale <see cref="minValue"/> and <see cref="maxValue"/> respectively. So if, for example, <see cref="positive"/>
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/// is bound to <see cref="Gamepad.rightTrigger"/> and the trigger is at a value of 0.5, then the resulting
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/// value is <c>maxValue * 0.5</c> (the actual formula is <c>midPoint + (maxValue - midPoint) * positive</c>).
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/// </remarks>
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[DisplayStringFormat("{negative}/{positive}")]
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[DisplayName("Positive/Negative Binding")]
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public class AxisComposite : InputBindingComposite<float>
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{
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/// <summary>
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/// Binding for the axis input that controls the negative [<see cref="minValue"/>..0] direction of the
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/// combined axis.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int negative = 0;
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/// <summary>
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/// Binding for the axis input that controls the positive [0..<see cref="maxValue"/>] direction of the
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/// combined axis.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int positive = 0;
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/// <summary>
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/// The lower bound that the axis is limited to. -1 by default.
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/// </summary>
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/// <remarks>
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/// This value corresponds to the full actuation of the control(s) bound to <see cref="negative"/>.
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///
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/// <example>
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/// <code>
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/// var action = new InputAction();
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/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
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/// .With("Negative", "<Keyboard>/a")
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/// .With("Positive", "<Keyboard>/d");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="maxValue"/>
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/// <seealso cref="negative"/>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[Tooltip("Value to return when the negative side is fully actuated.")]
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public float minValue = -1;
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/// <summary>
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/// The upper bound that the axis is limited to. 1 by default.
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/// </summary>
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/// <remarks>
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/// This value corresponds to the full actuation of the control(s) bound to <see cref="positive"/>.
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///
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/// <example>
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/// <code>
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/// var action = new InputAction();
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/// action.AddCompositeBinding("Axis(minValue=0,maxValue=2")
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/// .With("Negative", "<Keyboard>/a")
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/// .With("Positive", "<Keyboard>/d");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="minValue"/>
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/// <seealso cref="positive"/>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[Tooltip("Value to return when the positive side is fully actuated.")]
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public float maxValue = 1;
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/// <summary>
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/// If both the <see cref="positive"/> and <see cref="negative"/> button are actuated, this
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/// determines which value is returned from the composite.
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/// </summary>
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[Tooltip("If both the positive and negative side are actuated, decides what value to return. 'Neither' (default) means that " +
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"the resulting value is the midpoint between min and max. 'Positive' means that max will be returned. 'Negative' means that " +
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"min will be returned.")]
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public WhichSideWins whichSideWins = WhichSideWins.Neither;
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/// <summary>
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/// The value that is returned if the composite is in a neutral position, that is, if
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/// neither <see cref="positive"/> nor <see cref="negative"/> are actuated or if
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/// <see cref="whichSideWins"/> is set to <see cref="WhichSideWins.Neither"/> and
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/// both <see cref="positive"/> and <see cref="negative"/> are actuated.
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/// </summary>
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public float midPoint => (maxValue + minValue) / 2;
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////TODO: add parameters to control ramp up&down
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/// <inheritdoc />
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public override float ReadValue(ref InputBindingCompositeContext context)
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{
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var negativeValue = Mathf.Abs(context.ReadValue<float>(negative));
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var positiveValue = Mathf.Abs(context.ReadValue<float>(positive));
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var negativeIsActuated = negativeValue > Mathf.Epsilon;
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var positiveIsActuated = positiveValue > Mathf.Epsilon;
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if (negativeIsActuated == positiveIsActuated)
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{
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switch (whichSideWins)
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{
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case WhichSideWins.Negative:
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positiveIsActuated = false;
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break;
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case WhichSideWins.Positive:
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negativeIsActuated = false;
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break;
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case WhichSideWins.Neither:
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return midPoint;
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}
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}
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var mid = midPoint;
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if (negativeIsActuated)
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return mid - (mid - minValue) * negativeValue;
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return mid + (maxValue - mid) * positiveValue;
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}
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/// <inheritdoc />
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public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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var value = ReadValue(ref context);
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if (value < midPoint)
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{
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value = Mathf.Abs(value - midPoint);
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return NormalizeProcessor.Normalize(value, 0, Mathf.Abs(minValue), 0);
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}
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value = Mathf.Abs(value - midPoint);
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return NormalizeProcessor.Normalize(value, 0, Mathf.Abs(maxValue), 0);
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}
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/// <summary>
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/// What happens to the value of an <see cref="AxisComposite"/> if both <see cref="positive"/>
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/// and <see cref="negative"/> are actuated at the same time.
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/// </summary>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1717:OnlyFlagsEnumsShouldHavePluralNames", Justification = "False positive: `Wins` is not a plural form.")]
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public enum WhichSideWins
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{
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/// <summary>
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/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the sides cancel
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/// each other out and the result is 0.
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/// </summary>
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Neither = 0,
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/// <summary>
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/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the value of
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/// <see cref="positive"/> wins and <see cref="negative"/> is ignored.
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/// </summary>
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Positive = 1,
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/// <summary>
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/// If both <see cref="positive"/> and <see cref="negative"/> are actuated, the value of
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/// <see cref="negative"/> wins and <see cref="positive"/> is ignored.
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/// </summary>
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Negative = 2,
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}
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}
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}
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