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!
210 lines
9.5 KiB
C#
210 lines
9.5 KiB
C#
using UnityEngine.InputSystem.Controls;
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using UnityEngine.Scripting;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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#endif
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////TODO: add ability to respond to any of the taps in the sequence (e.g. one response for single tap, another for double tap)
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////TODO: add ability to perform on final press rather than on release
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////TODO: change this so that the interaction stays performed when the tap count is reached until the button is released
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namespace UnityEngine.InputSystem.Interactions
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{
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////REVIEW: Why is this deriving from IInputInteraction<float>? It goes by actuation just like Hold etc.
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/// <summary>
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/// Interaction that requires multiple taps (press and release within <see cref="tapTime"/>) spaced no more
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/// than <see cref="tapDelay"/> seconds apart. This equates to a chain of <see cref="TapInteraction"/> with
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/// a maximum delay between each tap.
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/// </summary>
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/// <remarks>
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/// The interaction goes into <see cref="InputActionPhase.Started"/> on the first press and then will not
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/// trigger again until either the full tap sequence is performed (in which case the interaction triggers
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/// <see cref="InputActionPhase.Performed"/>) or the multi-tap is aborted by a timeout being hit (in which
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/// case the interaction will trigger <see cref="InputActionPhase.Canceled"/>).
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/// </remarks>
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public class MultiTapInteraction : IInputInteraction<float>
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{
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/// <summary>
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/// The time in seconds within which the control needs to be pressed and released to perform the interaction.
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/// </summary>
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/// <remarks>
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/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultTapTime"/>) instead.
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/// </remarks>
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[Tooltip("The maximum time (in seconds) allowed to elapse between pressing and releasing a control for it to register as a tap.")]
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public float tapTime;
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/// <summary>
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/// The time in seconds which is allowed to pass between taps.
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/// </summary>
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/// <remarks>
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/// If this time is exceeded, the multi-tap interaction is canceled.
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/// If this value is equal to or smaller than zero, the input system will use the duplicate value of <see cref="tapTime"/> instead.
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/// </remarks>
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[Tooltip("The maximum delay (in seconds) allowed between each tap. If this time is exceeded, the multi-tap is canceled.")]
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public float tapDelay;
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/// <summary>
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/// The number of taps required to perform the interaction.
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/// </summary>
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/// <remarks>
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/// How many taps need to be performed in succession. Two means double-tap, three means triple-tap, and so on.
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/// </remarks>
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[Tooltip("How many taps need to be performed in succession. Two means double-tap, three means triple-tap, and so on.")]
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public int tapCount = 2;
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/// <summary>
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/// Magnitude threshold that must be crossed by an actuated control for the control to
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/// be considered pressed.
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/// </summary>
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/// <remarks>
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/// If this is less than or equal to 0 (the default), <see cref="InputSettings.defaultButtonPressPoint"/> is used instead.
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/// </remarks>
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/// <seealso cref="InputControl.EvaluateMagnitude()"/>
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public float pressPoint;
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private float tapTimeOrDefault => tapTime > 0.0 ? tapTime : InputSystem.settings.defaultTapTime;
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internal float tapDelayOrDefault => tapDelay > 0.0 ? tapDelay : InputSystem.settings.multiTapDelayTime;
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private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
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/// <inheritdoc />
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public void Process(ref InputInteractionContext context)
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{
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if (context.timerHasExpired)
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{
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// We use timers multiple times but no matter what, if they expire it means
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// that we didn't get input in time.
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context.Canceled();
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return;
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}
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switch (m_CurrentTapPhase)
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{
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case TapPhase.None:
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if (context.ControlIsActuated(pressPointOrDefault))
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{
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m_CurrentTapPhase = TapPhase.WaitingForNextRelease;
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m_CurrentTapStartTime = context.time;
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context.Started();
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var maxTapTime = tapTimeOrDefault;
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var maxDelayInBetween = tapDelayOrDefault;
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context.SetTimeout(maxTapTime);
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// We'll be using multiple timeouts so set a total completion time that
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// effects the result of InputAction.GetTimeoutCompletionPercentage()
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// such that it accounts for the total time we allocate for the interaction
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// rather than only the time of one single timeout.
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context.SetTotalTimeoutCompletionTime(maxTapTime * tapCount + (tapCount - 1) * maxDelayInBetween);
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}
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break;
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case TapPhase.WaitingForNextRelease:
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if (!context.ControlIsActuated(releasePointOrDefault))
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{
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if (context.time - m_CurrentTapStartTime <= tapTimeOrDefault)
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{
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++m_CurrentTapCount;
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if (m_CurrentTapCount >= tapCount)
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{
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context.Performed();
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}
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else
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{
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m_CurrentTapPhase = TapPhase.WaitingForNextPress;
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m_LastTapReleaseTime = context.time;
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context.SetTimeout(tapDelayOrDefault);
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}
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}
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else
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{
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context.Canceled();
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}
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}
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break;
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case TapPhase.WaitingForNextPress:
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if (context.ControlIsActuated(pressPointOrDefault))
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{
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if (context.time - m_LastTapReleaseTime <= tapDelayOrDefault)
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{
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m_CurrentTapPhase = TapPhase.WaitingForNextRelease;
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m_CurrentTapStartTime = context.time;
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context.SetTimeout(tapTimeOrDefault);
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}
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else
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{
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context.Canceled();
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}
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}
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break;
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}
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}
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/// <inheritdoc />
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public void Reset()
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{
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m_CurrentTapPhase = TapPhase.None;
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m_CurrentTapCount = 0;
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m_CurrentTapStartTime = 0;
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m_LastTapReleaseTime = 0;
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}
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private TapPhase m_CurrentTapPhase;
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private int m_CurrentTapCount;
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private double m_CurrentTapStartTime;
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private double m_LastTapReleaseTime;
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private enum TapPhase
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{
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None,
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WaitingForNextRelease,
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WaitingForNextPress,
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// UI that is displayed when editing <see cref="HoldInteraction"/> in the editor.
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/// </summary>
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internal class MultiTapInteractionEditor : InputParameterEditor<MultiTapInteraction>
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{
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protected override void OnEnable()
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{
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m_TapTimeSetting.Initialize("Max Tap Duration",
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"Time (in seconds) within with a control has to be released again for it to register as a tap. If the control is held "
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+ "for longer than this time, the tap is canceled.",
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"Default Tap Time",
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() => target.tapTime, x => target.tapTime = x, () => InputSystem.settings.defaultTapTime);
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m_TapDelaySetting.Initialize("Max Tap Spacing",
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"The maximum delay (in seconds) allowed between each tap. If this time is exceeded, the multi-tap is canceled.",
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"Default Tap Spacing",
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() => target.tapDelay, x => target.tapDelay = x, () => InputSystem.settings.multiTapDelayTime);
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m_PressPointSetting.Initialize("Press Point",
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"The amount of actuation a control requires before being considered pressed. If not set, default to "
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+ "'Default Button Press Point' in the global input settings.",
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"Default Button Press Point",
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() => target.pressPoint, v => target.pressPoint = v,
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() => InputSystem.settings.defaultButtonPressPoint);
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}
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public override void OnGUI()
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{
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target.tapCount = EditorGUILayout.IntField(m_TapCountLabel, target.tapCount);
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m_TapDelaySetting.OnGUI();
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m_TapTimeSetting.OnGUI();
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m_PressPointSetting.OnGUI();
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}
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private readonly GUIContent m_TapCountLabel = new GUIContent("Tap Count", "How many taps need to be performed in succession. Two means double-tap, three means triple-tap, and so on.");
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private CustomOrDefaultSetting m_PressPointSetting;
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private CustomOrDefaultSetting m_TapTimeSetting;
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private CustomOrDefaultSetting m_TapDelaySetting;
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}
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#endif
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}
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