9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
338 lines
16 KiB
C#
338 lines
16 KiB
C#
using System;
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using System.ComponentModel;
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using System.Reflection;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Scripting;
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// [GESTURES]
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// Idea for v2 of the input system:
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// Separate interaction *recognition* from interaction *representation*
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// This will likely also "solve" gestures
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//
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// ATM, an interaction is a prebuilt thing that rolls recognition and representation of an interaction into
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// one single thing. That limits how powerful this can be. There's only ever one interaction coming from each interaction
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// added to a setup.
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//
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// A much more powerful way would be to have the interactions configured on actions and bindings add *recognizers*
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// which then *generate* interactions. This way, a single recognizer could spawn arbitrary many interactions. What the
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// recognizer is attached to (the bindings) would simply act as triggers. Beyond that, the recognizer would have
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// plenty freedom to start, perform, and stop interactions happening in response to input.
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//
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// It'll likely be a breaking change as far as user-implemented interactions go but at least the data as it looks today
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// should work with this just fine.
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////TODO: allow interactions to be constrained to a specific InputActionType
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////TODO: add way for parameters on interactions and processors to be driven from global value source that is NOT InputSettings
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//// (ATM it's very hard to e.g. have a scale value on gamepad stick bindings which is determined dynamically from player
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//// settings in the game)
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////REVIEW: what about putting an instance of one of these on every resolved control instead of sharing it between all controls resolved from a binding?
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////REVIEW: can we have multiple interactions work together on the same binding? E.g. a 'Press' causing a start and a 'Release' interaction causing a performed
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////REVIEW: have a default interaction so that there *always* is an interaction object when processing triggers?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Interface for interaction patterns that drive actions.
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/// </summary>
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/// <remarks>
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/// Actions have a built-in interaction pattern that to some extent depends on their type (<see
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/// cref="InputActionType"/>, <see cref="InputAction.type"/>). What this means is that when controls
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/// bound to an action are actuated, the action will initiate an interaction that in turn determines
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/// when <see cref="InputAction.started"/>, <see cref="InputAction.performed"/>, and <see cref="InputAction.canceled"/>
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/// are called.
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///
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/// The default interaction (that is, when no interaction has been added to a binding or the
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/// action that the binding targets) will generally start and perform an action as soon as a control
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/// is actuated, then perform the action whenever the value of the control changes except if the value
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/// changes back to the default in which case the action is cancelled.
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///
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/// By writing custom interactions, it is possible to implement different interactions. For example,
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/// <see cref="Interactions.HoldInteraction"/> will only start when a control is being actuated but
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/// will only perform the action if the control is held for a minimum amount of time.
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///
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/// Interactions can be stateful and mutate state over time. In fact, interactions will usually
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/// represent miniature state machines driven directly by input.
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///
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/// Multiple interactions can be applied to the same binding. The interactions will be processed in
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/// sequence. However, the first interaction that starts the action will get to drive the state of
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/// the action. If it performs the action, all interactions are reset. If it cancels, the first
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/// interaction in the list that is in started state will get to take over and drive the action.
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///
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/// This makes it possible to have several interaction patterns on the same action. For example,
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/// to have a "fire" action that allows for charging, one can have a "Hold" and a "Press" interaction
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/// in sequence on the action.
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///
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/// <example>
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/// <code>
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/// // Create a fire action with two interactions:
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/// // 1. Hold. Triggers charged firing. Has to come first as otherwise "Press" will immediately perform the action.
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/// // 2. Press. Triggers instant firing.
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/// // NOTE: An alternative is to use "Tap;Hold", that is, a "Tap" first and then a "Hold". The difference
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/// // is relatively minor. In this setup, the "Tap" turns into a "Hold" if the button is held for
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/// // longer than the tap time whereas in the setup below, the "Hold" turns into a "Press" if the
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/// // button is released before the hold time has been reached.
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/// var fireAction = new InputAction(type: InputActionType.Button, interactions: "Hold;Press");
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/// fireAction.AddBinding("<Gamepad>/buttonSouth");
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/// </code>
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/// </example>
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///
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/// Custom interactions can be registered using <see cref="InputSystem.RegisterInteraction"/>. This can be
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/// done at any point during or after startup but has to be done before actions that reference the interaction
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/// are enabled or have their controls queried. A good point is usually to do it during loading like so:
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///
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/// <example>
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/// <code>
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/// #if UNITY_EDITOR
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/// [InitializeOnLoad]
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/// #endif
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/// public class MyInteraction : IInputInteraction
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/// {
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/// public void Process(ref InputInteractionContext context)
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/// {
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/// // ...
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/// }
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///
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/// public void Reset()
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/// {
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/// }
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///
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/// static MyInteraction()
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/// {
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/// InputSystem.RegisterInteraction<MyInteraction>();
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/// }
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///
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/// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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/// private static void Initialize()
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/// {
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/// // Will execute the static constructor as a side effect.
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/// }
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/// }
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/// </code>
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/// </example>
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///
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/// If your interaction will only work with a specific type of value (e.g. <c>float</c>), it is better
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/// to base the implementation on <see cref="IInputInteraction{TValue}"/> instead. While the interface is the
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/// same, the type parameter communicates to the input system that only controls that have compatible value
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/// types should be used with your interaction.
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///
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/// Interactions, like processors (<see cref="InputProcessor"/>) and binding composites (<see cref="InputBindingComposite"/>)
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/// may define their own parameters which can then be configured through the editor UI or set programmatically in
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/// code. To define a parameter, add a public field to your class that has either a <c>bool</c>, an <c>int</c>,
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/// a <c>float</c>, or an <c>enum</c> type. To set defaults for the parameters, assign default values
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/// to the fields.
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///
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/// <example>
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/// <code>
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/// public class MyInteraction : IInputInteraction
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/// {
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/// public bool boolParameter;
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/// public int intParameter;
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/// public float floatParameter;
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/// public MyEnum enumParameter = MyEnum.C; // Custom default.
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///
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/// public enum MyEnum
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/// {
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/// A,
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/// B,
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/// C
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/// }
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///
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/// public void Process(ref InputInteractionContext context)
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/// {
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/// // ...
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/// }
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///
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/// public void Reset()
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/// {
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/// }
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/// }
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///
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/// // The parameters can be configured graphically in the editor or set programmatically in code.
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/// // NOTE: Enum parameters are represented by their integer values. However, when setting enum parameters
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/// // graphically in the UI, they will be presented as a dropdown using the available enum values.
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/// var action = new InputAction(interactions: "MyInteraction(boolParameter=true,intParameter=1,floatParameter=1.2,enumParameter=1);
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/// </code>
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/// </example>
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///
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/// A default UI will be presented in the editor UI to configure the parameters of your interaction.
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/// You can customize this by replacing the default UI with a custom implementation using <see cref="Editor.InputParameterEditor"/>.
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/// This mechanism is the same as for processors and binding composites.
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///
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/// <example>
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/// <code>
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/// #if UNITY_EDITOR
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/// public class MyCustomInteractionEditor : InputParameterEditor<MyCustomInteraction>
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/// {
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/// protected override void OnEnable()
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/// {
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/// // Do any setup work you need.
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/// }
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///
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/// protected override void OnGUI()
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/// {
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/// // Use standard Unity UI calls do create your own parameter editor UI.
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/// }
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/// }
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/// #endif
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputSystem.RegisterInteraction"/>
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/// <seealso cref="InputBinding.interactions"/>
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/// <seealso cref="InputAction.interactions"/>
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/// <seealso cref="Editor.InputParameterEditor"/>
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/// <seealso cref="InputActionRebindingExtensions.GetParameterValue(InputAction,string,InputBinding)"/>
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/// <seealso cref="InputActionRebindingExtensions.ApplyParameterOverride(InputActionMap,string,PrimitiveValue,InputBinding)"/>
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public interface IInputInteraction
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{
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/// <summary>
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/// Perform processing of the interaction in response to input.
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/// </summary>
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/// <param name="context"></param>
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/// <remarks>
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/// This method is called whenever a control referenced in the binding that the interaction sits on
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/// changes value. The interaction is expected to process the value change and, if applicable, call
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/// <see cref="InputInteractionContext.Started"/> and/or its related methods to initiate a state change.
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///
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/// Note that if "control disambiguation" (i.e. the process where if multiple controls are bound to
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/// the same action, the system decides which control gets to drive the action at any one point) is
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/// in effect -- i.e. when either <see cref="InputActionType.Button"/> or <see cref="InputActionType.Value"/>
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/// are used but not if <see cref="InputActionType.PassThrough"/> is used -- inputs that the disambiguation
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/// chooses to ignore will cause this method to not be called.
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///
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/// Note that this method is called on the interaction even when there are multiple interactions
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/// and the interaction is not the one currently in control of the action (because another interaction
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/// that comes before it in the list had already started the action). Each interaction will get
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/// processed independently and the action will decide when to use which interaction to drive the
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/// action as a whole.
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///
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/// <example>
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/// <code>
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/// // Processing for an interaction that will perform the action only if a control
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/// // is held at least at 3/4 actuation for at least 1 second.
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/// public void Process(ref InputInteractionContext context)
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/// {
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/// var control = context.control;
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///
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/// // See if we're currently tracking a control.
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/// if (m_Control != null)
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/// {
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/// // Ignore any input on a control we're not currently tracking.
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/// if (m_Control != control)
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/// return;
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///
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/// // Check if the control is currently actuated past our 3/4 threshold.
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/// var isStillActuated = context.ControlIsActuated(0.75f);
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///
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/// // See for how long the control has been held.
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/// var actuationTime = context.time - context.startTime;
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///
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/// if (!isStillActuated)
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/// {
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/// // Control is no longer actuated above 3/4 threshold. If it was held
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/// // for at least a second, perform the action. Otherwise cancel it.
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///
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/// if (actuationTime >= 1)
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/// context.Performed();
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/// else
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/// context.Cancelled();
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/// }
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///
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/// // Control changed value somewhere above 3/4 of its actuation. Doesn't
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/// // matter to us so no change.
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/// }
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/// else
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/// {
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/// // We're not already tracking a control. See if the control that just triggered
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/// // is actuated at least 3/4th of its way. If so, start tracking it.
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///
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/// var isActuated = context.ControlIsActuated(0.75f);
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/// if (isActuated)
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/// {
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/// m_Control = context.control;
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/// context.Started();
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/// }
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/// }
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/// }
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///
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/// InputControl m_Control;
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///
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/// public void Reset()
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/// {
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/// m_Control = null;
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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void Process(ref InputInteractionContext context);
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/// <summary>
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/// Reset state that the interaction may hold. This should put the interaction back in its original
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/// state equivalent to no input yet having been received.
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/// </summary>
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void Reset();
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}
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/// <summary>
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/// Identical to <see cref="IInputInteraction"/> except that it allows an interaction to explicitly
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/// advertise the value it expects.
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/// </summary>
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/// <typeparam name="TValue">Type of values expected by the interaction</typeparam>
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/// <remarks>
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/// Advertising the value type will an interaction type to be filtered out in the UI if the value type
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/// it has is not compatible with the value type expected by the action.
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///
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/// In all other ways, this interface is identical to <see cref="IInputInteraction"/>.
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/// </remarks>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1040:AvoidEmptyInterfaces", Justification = "This interface is used to mark implementing classes to advertise the value it expects. This seems more elegant then the suggestion to use an attribute.")]
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public interface IInputInteraction<TValue> : IInputInteraction
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where TValue : struct
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{
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}
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internal static class InputInteraction
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{
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public static TypeTable s_Interactions;
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public static Type GetValueType(Type interactionType)
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{
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if (interactionType == null)
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throw new ArgumentNullException(nameof(interactionType));
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return TypeHelpers.GetGenericTypeArgumentFromHierarchy(interactionType, typeof(IInputInteraction<>), 0);
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}
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public static string GetDisplayName(string interaction)
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{
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if (string.IsNullOrEmpty(interaction))
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throw new ArgumentNullException(nameof(interaction));
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var interactionType = s_Interactions.LookupTypeRegistration(interaction);
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if (interactionType == null)
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return interaction;
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return GetDisplayName(interactionType);
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}
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public static string GetDisplayName(Type interactionType)
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{
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if (interactionType == null)
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throw new ArgumentNullException(nameof(interactionType));
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var displayNameAttribute = interactionType.GetCustomAttribute<DisplayNameAttribute>();
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if (displayNameAttribute == null)
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{
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if (interactionType.Name.EndsWith("Interaction"))
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return interactionType.Name.Substring(0, interactionType.Name.Length - "Interaction".Length);
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return interactionType.Name;
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}
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return displayNameAttribute.DisplayName;
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}
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}
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}
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