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!
666 lines
24 KiB
C#
666 lines
24 KiB
C#
using System;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.XR
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{
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/// <summary>
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/// The <see cref="TrackedPoseDriver"/> component applies the current pose value of a tracked device
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/// to the <see cref="Transform"/> of the <see cref="GameObject"/>.
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/// <see cref="TrackedPoseDriver"/> can track multiple types of devices including XR HMDs, controllers, and remotes.
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/// </summary>
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/// <remarks>
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/// For <see cref="positionInput"/> and <see cref="rotationInput"/>, if an action is directly defined
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/// in the <see cref="InputActionProperty"/>, as opposed to a reference to an action externally defined
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/// in an <see cref="InputActionAsset"/>, the action will automatically be enabled and disabled by this
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/// behavior during <see cref="OnEnable"/> and <see cref="OnDisable"/>. The enabled state for actions
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/// externally defined must be managed externally from this behavior.
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/// </remarks>
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[Serializable]
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[AddComponentMenu("XR/Tracked Pose Driver (Input System)")]
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public class TrackedPoseDriver : MonoBehaviour, ISerializationCallbackReceiver
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{
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/// <summary>
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/// Options for which <see cref="Transform"/> properties to update.
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/// </summary>
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/// <seealso cref="trackingType"/>
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public enum TrackingType
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{
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/// <summary>
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/// Update both rotation and position.
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/// </summary>
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RotationAndPosition,
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/// <summary>
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/// Update rotation only.
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/// </summary>
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RotationOnly,
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/// <summary>
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/// Update position only.
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/// </summary>
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PositionOnly,
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}
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/// <summary>
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/// These bit flags correspond with <c>UnityEngine.XR.InputTrackingState</c>
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/// but that enum is not used to avoid adding a dependency to the XR module.
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/// Only the Position and Rotation flags are used by this class, so velocity and acceleration flags are not duplicated here.
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/// </summary>
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[Flags]
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enum TrackingStates
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{
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/// <summary>
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/// Position and rotation are not valid.
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/// </summary>
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None,
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/// <summary>
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/// Position is valid.
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/// See <c>InputTrackingState.Position</c>.
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/// </summary>
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Position = 1 << 0,
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/// <summary>
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/// Rotation is valid.
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/// See <c>InputTrackingState.Rotation</c>.
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/// </summary>
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Rotation = 1 << 1,
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}
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[SerializeField, Tooltip("Which Transform properties to update.")]
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TrackingType m_TrackingType;
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/// <summary>
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/// The tracking type being used by the Tracked Pose Driver
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/// to control which <see cref="Transform"/> properties to update.
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/// </summary>
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/// <seealso cref="TrackingType"/>
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public TrackingType trackingType
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{
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get => m_TrackingType;
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set => m_TrackingType = value;
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}
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/// <summary>
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/// Options for which phases of the player loop will update <see cref="Transform"/> properties.
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/// </summary>
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/// <seealso cref="updateType"/>
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/// <seealso cref="InputSystem.onAfterUpdate"/>
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public enum UpdateType
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{
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/// <summary>
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/// Update after the Input System has completed an update and right before rendering.
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/// This is the recommended and default option to minimize lag for XR tracked devices.
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/// </summary>
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/// <seealso cref="InputUpdateType.BeforeRender"/>
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UpdateAndBeforeRender,
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/// <summary>
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/// Update after the Input System has completed an update except right before rendering.
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/// </summary>
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/// <remarks>
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/// This may be dynamic update, fixed update, or a manual update depending on the Update Mode
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/// project setting for Input System.
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/// </remarks>
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Update,
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/// <summary>
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/// Update after the Input System has completed an update right before rendering.
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/// </summary>
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/// <remarks>
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/// Note that this update mode may not trigger if there are no XR devices added which use before render timing.
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/// </remarks>
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/// <seealso cref="InputUpdateType.BeforeRender"/>
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/// <seealso cref="InputDevice.updateBeforeRender"/>
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BeforeRender,
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}
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[SerializeField, Tooltip("Updates the Transform properties after these phases of Input System event processing.")]
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UpdateType m_UpdateType = UpdateType.UpdateAndBeforeRender;
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/// <summary>
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/// The update type being used by the Tracked Pose Driver
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/// to control which phases of the player loop will update <see cref="Transform"/> properties.
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/// </summary>
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/// <seealso cref="UpdateType"/>
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public UpdateType updateType
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{
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get => m_UpdateType;
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set => m_UpdateType = value;
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}
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[SerializeField, Tooltip("Ignore Tracking State and always treat the input pose as valid.")]
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bool m_IgnoreTrackingState;
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/// <summary>
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/// Ignore tracking state and always treat the input pose as valid when updating the <see cref="Transform"/> properties.
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/// The recommended value is <see langword="false"/> so the tracking state input is used.
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/// </summary>
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/// <seealso cref="trackingStateInput"/>
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public bool ignoreTrackingState
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{
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get => m_IgnoreTrackingState;
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set => m_IgnoreTrackingState = value;
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}
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[SerializeField, Tooltip("The input action to read the position value of a tracked device. Must be a Vector 3 control type.")]
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InputActionProperty m_PositionInput;
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/// <summary>
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/// The input action to read the position value of a tracked device.
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/// Must support reading a value of type <see cref="Vector3"/>.
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/// </summary>
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/// <seealso cref="rotationInput"/>
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public InputActionProperty positionInput
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{
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get => m_PositionInput;
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set
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{
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if (Application.isPlaying)
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UnbindPosition();
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m_PositionInput = value;
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if (Application.isPlaying && isActiveAndEnabled)
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BindPosition();
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}
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}
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[SerializeField, Tooltip("The input action to read the rotation value of a tracked device. Must be a Quaternion control type.")]
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InputActionProperty m_RotationInput;
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/// <summary>
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/// The input action to read the rotation value of a tracked device.
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/// Must support reading a value of type <see cref="Quaternion"/>.
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/// </summary>
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/// <seealso cref="positionInput"/>
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public InputActionProperty rotationInput
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{
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get => m_RotationInput;
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set
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{
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if (Application.isPlaying)
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UnbindRotation();
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m_RotationInput = value;
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if (Application.isPlaying && isActiveAndEnabled)
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BindRotation();
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}
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}
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[SerializeField, Tooltip("The input action to read the tracking state value of a tracked device. Identifies if position and rotation have valid data. Must be an Integer control type.")]
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InputActionProperty m_TrackingStateInput;
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/// <summary>
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/// The input action to read the tracking state value of a tracked device.
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/// Identifies if position and rotation have valid data.
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/// Must support reading a value of type <see cref="int"/>.
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/// </summary>
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/// <remarks>
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/// See [InputTrackingState](xref:UnityEngine.XR.InputTrackingState) enum for values the input action represents.
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/// <list type="bullet">
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/// <item>
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/// <term>[InputTrackingState.None](xref:UnityEngine.XR.InputTrackingState.None) (0)</term>
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/// <description>to indicate neither position nor rotation is valid.</description>
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/// </item>
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/// <item>
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/// <term>[InputTrackingState.Position](xref:UnityEngine.XR.InputTrackingState.Position) (1)</term>
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/// <description>to indicate position is valid.</description>
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/// </item>
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/// <item>
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/// <term>[InputTrackingState.Rotation](xref:UnityEngine.XR.InputTrackingState.Rotation) (2)</term>
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/// <description>to indicate rotation is valid.</description>
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/// </item>
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/// <item>
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/// <term>[InputTrackingState.Position](xref:UnityEngine.XR.InputTrackingState.Position) <c>|</c> [InputTrackingState.Rotation](xref:UnityEngine.XR.InputTrackingState.Rotation) (3)</term>
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/// <description>to indicate position and rotation is valid.</description>
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/// </item>
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/// </list>
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/// </remarks>
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/// <seealso cref="ignoreTrackingState"/>
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public InputActionProperty trackingStateInput
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{
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get => m_TrackingStateInput;
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set
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{
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if (Application.isPlaying)
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UnbindTrackingState();
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m_TrackingStateInput = value;
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if (Application.isPlaying && isActiveAndEnabled)
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BindTrackingState();
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}
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}
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Vector3 m_CurrentPosition = Vector3.zero;
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Quaternion m_CurrentRotation = Quaternion.identity;
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TrackingStates m_CurrentTrackingState = TrackingStates.Position | TrackingStates.Rotation;
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bool m_RotationBound;
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bool m_PositionBound;
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bool m_TrackingStateBound;
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bool m_IsFirstUpdate = true;
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void BindActions()
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{
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BindPosition();
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BindRotation();
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BindTrackingState();
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}
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void UnbindActions()
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{
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UnbindPosition();
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UnbindRotation();
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UnbindTrackingState();
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}
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void BindPosition()
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{
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if (m_PositionBound)
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return;
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var action = m_PositionInput.action;
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if (action == null)
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return;
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action.performed += OnPositionPerformed;
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action.canceled += OnPositionCanceled;
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m_PositionBound = true;
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if (m_PositionInput.reference == null)
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{
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action.Rename($"{gameObject.name} - TPD - Position");
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action.Enable();
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}
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}
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void BindRotation()
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{
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if (m_RotationBound)
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return;
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var action = m_RotationInput.action;
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if (action == null)
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return;
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action.performed += OnRotationPerformed;
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action.canceled += OnRotationCanceled;
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m_RotationBound = true;
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if (m_RotationInput.reference == null)
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{
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action.Rename($"{gameObject.name} - TPD - Rotation");
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action.Enable();
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}
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}
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void BindTrackingState()
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{
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if (m_TrackingStateBound)
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return;
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var action = m_TrackingStateInput.action;
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if (action == null)
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return;
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action.performed += OnTrackingStatePerformed;
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action.canceled += OnTrackingStateCanceled;
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m_TrackingStateBound = true;
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if (m_TrackingStateInput.reference == null)
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{
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action.Rename($"{gameObject.name} - TPD - Tracking State");
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action.Enable();
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}
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}
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void UnbindPosition()
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{
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if (!m_PositionBound)
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return;
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var action = m_PositionInput.action;
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if (action == null)
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return;
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if (m_PositionInput.reference == null)
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action.Disable();
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action.performed -= OnPositionPerformed;
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action.canceled -= OnPositionCanceled;
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m_PositionBound = false;
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}
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void UnbindRotation()
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{
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if (!m_RotationBound)
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return;
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var action = m_RotationInput.action;
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if (action == null)
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return;
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if (m_RotationInput.reference == null)
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action.Disable();
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action.performed -= OnRotationPerformed;
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action.canceled -= OnRotationCanceled;
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m_RotationBound = false;
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}
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void UnbindTrackingState()
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{
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if (!m_TrackingStateBound)
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return;
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var action = m_TrackingStateInput.action;
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if (action == null)
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return;
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if (m_TrackingStateInput.reference == null)
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action.Disable();
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action.performed -= OnTrackingStatePerformed;
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action.canceled -= OnTrackingStateCanceled;
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m_TrackingStateBound = false;
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}
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void OnPositionPerformed(InputAction.CallbackContext context)
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{
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m_CurrentPosition = context.ReadValue<Vector3>();
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}
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void OnPositionCanceled(InputAction.CallbackContext context)
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{
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m_CurrentPosition = Vector3.zero;
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}
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void OnRotationPerformed(InputAction.CallbackContext context)
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{
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m_CurrentRotation = context.ReadValue<Quaternion>();
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}
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void OnRotationCanceled(InputAction.CallbackContext context)
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{
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m_CurrentRotation = Quaternion.identity;
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}
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void OnTrackingStatePerformed(InputAction.CallbackContext context)
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{
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m_CurrentTrackingState = (TrackingStates)context.ReadValue<int>();
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}
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void OnTrackingStateCanceled(InputAction.CallbackContext context)
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{
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m_CurrentTrackingState = TrackingStates.None;
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}
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/// <summary>
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/// This function is called when the user hits the Reset button in the Inspector's context menu
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/// or when adding the component the first time. This function is only called in editor mode.
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/// </summary>
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protected void Reset()
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{
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m_HasMigratedActions = true;
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m_PositionInput = new InputActionProperty(new InputAction("Position", expectedControlType: "Vector3"));
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m_RotationInput = new InputActionProperty(new InputAction("Rotation", expectedControlType: "Quaternion"));
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m_TrackingStateInput = new InputActionProperty(new InputAction("Tracking State", expectedControlType: "Integer"));
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}
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/// <summary>
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/// This function is called when the script instance is being loaded.
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/// </summary>
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protected virtual void Awake()
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{
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#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
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if (HasStereoCamera(out var cameraComponent))
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{
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UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(cameraComponent, true);
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}
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#endif
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}
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected void OnEnable()
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{
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InputSystem.onAfterUpdate += UpdateCallback;
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BindActions();
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// Read current input values when becoming enabled,
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// but wait until after the input update so the input is read at a consistent time
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m_IsFirstUpdate = true;
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}
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/// <summary>
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/// This function is called when the object becomes disabled or inactive.
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/// </summary>
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protected void OnDisable()
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{
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UnbindActions();
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InputSystem.onAfterUpdate -= UpdateCallback;
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}
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/// <summary>
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/// This function is called when the <see cref="MonoBehaviour"/> will be destroyed.
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/// </summary>
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protected virtual void OnDestroy()
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{
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#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
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if (HasStereoCamera(out var cameraComponent))
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{
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UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(cameraComponent, false);
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}
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#endif
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}
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/// <summary>
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/// The callback method called after the Input System has completed an update and processed all pending events.
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/// </summary>
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/// <seealso cref="InputSystem.onAfterUpdate"/>
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protected void UpdateCallback()
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{
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if (m_IsFirstUpdate)
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{
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// Update current input values if this is the first update since becoming enabled
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// since the performed callbacks may not have been executed
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if (m_PositionInput.action != null)
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m_CurrentPosition = m_PositionInput.action.ReadValue<Vector3>();
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if (m_RotationInput.action != null)
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m_CurrentRotation = m_RotationInput.action.ReadValue<Quaternion>();
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ReadTrackingState();
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m_IsFirstUpdate = false;
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}
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if (InputState.currentUpdateType == InputUpdateType.BeforeRender)
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OnBeforeRender();
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else
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OnUpdate();
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}
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void ReadTrackingState()
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{
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var trackingStateAction = m_TrackingStateInput.action;
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if (trackingStateAction != null && !trackingStateAction.enabled)
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{
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// Treat a disabled action as the default None value for the ReadValue call
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m_CurrentTrackingState = TrackingStates.None;
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return;
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}
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if (trackingStateAction == null || trackingStateAction.m_BindingsCount == 0)
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{
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// Treat an Input Action Reference with no reference the same as
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// an enabled Input Action with no authored bindings, and allow driving the Transform pose.
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m_CurrentTrackingState = TrackingStates.Position | TrackingStates.Rotation;
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return;
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}
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// Grab state.
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var actionMap = trackingStateAction.GetOrCreateActionMap();
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actionMap.ResolveBindingsIfNecessary();
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var state = actionMap.m_State;
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// Get list of resolved controls to determine if a device actually has tracking state.
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var hasResolvedControl = false;
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if (state != null)
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{
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var actionIndex = trackingStateAction.m_ActionIndexInState;
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var totalBindingCount = state.totalBindingCount;
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for (var i = 0; i < totalBindingCount; ++i)
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{
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unsafe
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{
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ref var bindingState = ref state.bindingStates[i];
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if (bindingState.actionIndex != actionIndex)
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continue;
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if (bindingState.isComposite)
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continue;
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if (bindingState.controlCount > 0)
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{
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hasResolvedControl = true;
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break;
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}
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}
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}
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}
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// Retain the current value if there is no resolved binding.
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// Since the field initializes to allowing position and rotation,
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// this allows for driving the Transform pose always when the device
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// doesn't support reporting the tracking state.
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if (hasResolvedControl)
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m_CurrentTrackingState = (TrackingStates)trackingStateAction.ReadValue<int>();
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}
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/// <summary>
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/// This method is called after the Input System has completed an update and processed all pending events
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/// when the type of update is not <see cref="InputUpdateType.BeforeRender"/>.
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/// </summary>
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protected virtual void OnUpdate()
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{
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if (m_UpdateType == UpdateType.Update ||
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m_UpdateType == UpdateType.UpdateAndBeforeRender)
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{
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PerformUpdate();
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}
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}
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/// <summary>
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/// This method is called after the Input System has completed an update and processed all pending events
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/// when the type of update is <see cref="InputUpdateType.BeforeRender"/>.
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/// </summary>
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protected virtual void OnBeforeRender()
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{
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if (m_UpdateType == UpdateType.BeforeRender ||
|
|
m_UpdateType == UpdateType.UpdateAndBeforeRender)
|
|
{
|
|
PerformUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates <see cref="Transform"/> properties with the current input pose values that have been read,
|
|
/// constrained by tracking type and tracking state.
|
|
/// </summary>
|
|
/// <seealso cref="SetLocalTransform"/>
|
|
protected virtual void PerformUpdate()
|
|
{
|
|
SetLocalTransform(m_CurrentPosition, m_CurrentRotation);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates <see cref="Transform"/> properties, constrained by tracking type and tracking state.
|
|
/// </summary>
|
|
/// <param name="newPosition">The new local position to possibly set.</param>
|
|
/// <param name="newRotation">The new local rotation to possibly set.</param>
|
|
protected virtual void SetLocalTransform(Vector3 newPosition, Quaternion newRotation)
|
|
{
|
|
var positionValid = m_IgnoreTrackingState || (m_CurrentTrackingState & TrackingStates.Position) != 0;
|
|
var rotationValid = m_IgnoreTrackingState || (m_CurrentTrackingState & TrackingStates.Rotation) != 0;
|
|
|
|
if (rotationValid &&
|
|
(m_TrackingType == TrackingType.RotationAndPosition ||
|
|
m_TrackingType == TrackingType.RotationOnly))
|
|
{
|
|
transform.localRotation = newRotation;
|
|
}
|
|
|
|
if (positionValid &&
|
|
(m_TrackingType == TrackingType.RotationAndPosition ||
|
|
m_TrackingType == TrackingType.PositionOnly))
|
|
{
|
|
transform.localPosition = newPosition;
|
|
}
|
|
}
|
|
|
|
bool HasStereoCamera(out Camera cameraComponent)
|
|
{
|
|
return TryGetComponent(out cameraComponent) && cameraComponent.stereoEnabled;
|
|
}
|
|
|
|
#region DEPRECATED
|
|
|
|
// Disable warnings that these fields are never assigned to. They are set during Unity deserialization and migrated.
|
|
// ReSharper disable UnassignedField.Local
|
|
#pragma warning disable 0649
|
|
[Obsolete]
|
|
[SerializeField, HideInInspector]
|
|
InputAction m_PositionAction;
|
|
/// <summary>
|
|
/// (Deprecated) The action to read the position value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Vector3"/>.
|
|
/// </summary>
|
|
/// <seealso cref="positionInput"/>
|
|
public InputAction positionAction
|
|
{
|
|
get => m_PositionInput.action;
|
|
set => positionInput = new InputActionProperty(value);
|
|
}
|
|
|
|
[Obsolete]
|
|
[SerializeField, HideInInspector]
|
|
InputAction m_RotationAction;
|
|
/// <summary>
|
|
/// (Deprecated) The action to read the rotation value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Quaternion"/>.
|
|
/// </summary>
|
|
/// <seealso cref="rotationInput"/>
|
|
public InputAction rotationAction
|
|
{
|
|
get => m_RotationInput.action;
|
|
set => rotationInput = new InputActionProperty(value);
|
|
}
|
|
#pragma warning restore 0649
|
|
// ReSharper restore UnassignedField.Local
|
|
|
|
/// <summary>
|
|
/// Stores whether the fields of type <see cref="InputAction"/> have been migrated to fields of type <see cref="InputActionProperty"/>.
|
|
/// </summary>
|
|
[SerializeField, HideInInspector]
|
|
bool m_HasMigratedActions;
|
|
|
|
/// <inheritdoc />
|
|
void ISerializationCallbackReceiver.OnBeforeSerialize()
|
|
{
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
void ISerializationCallbackReceiver.OnAfterDeserialize()
|
|
{
|
|
if (m_HasMigratedActions)
|
|
return;
|
|
|
|
#pragma warning disable 0612
|
|
m_PositionInput = new InputActionProperty(m_PositionAction);
|
|
m_RotationInput = new InputActionProperty(m_RotationAction);
|
|
m_HasMigratedActions = true;
|
|
#pragma warning restore 0612
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|