Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/Samples~/CustomComposite/CustomComposite.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

181 lines
8.4 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem.Editor;
#endif
// Let's say we want to have a composite that takes an axis and uses
// it's value to multiply the length of a vector from a stick. This could
// be used, for example, to have the right trigger on the gamepad act as
// a strength multiplier on the value of the left stick.
//
// We start by creating a class that is based on InputBindingComposite<>.
// The type we give it is the type of value that we will compute. In this
// case, we will consume a Vector2 from the stick so that is the type
// of value we return.
//
// NOTE: By advertising the type of value we return, we also allow the
// input system to filter out our composite if it is not applicable
// to a specific type of action. For example, if an action is set
// to "Value" as its type and its "Control Type" is set to "Axis",
// our composite will not be shown as our value type (Vector2) is
// incompatible with the value type of Axis (float).
//
// Also, we need to register our composite with the input system. And we
// want to do it in a way that makes the composite visible in the action
// editor of the input system.
//
// For that to happen, we need to call InputSystem.RegisterBindingComposite
// sometime during startup. We make that happen by using [InitializeOnLoad]
// in the editor and [RuntimeInitializeOnLoadMethod] in the player.
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
// We can customize the way display strings are formed for our composite by
// annotating it with DisplayStringFormatAttribute. The string is simply a
// list with elements to be replaced enclosed in curly braces. Everything
// outside those will taken verbatim. The fragments inside the curly braces
// in this case refer to the binding composite parts by name. Each such
// instance is replaced with the display text for the corresponding
// part binding.
[DisplayStringFormat("{multiplier}*{stick}")]
public class CustomComposite : InputBindingComposite<Vector2>
{
// In the editor, the static class constructor will be called on startup
// because of [InitializeOnLoad].
#if UNITY_EDITOR
static CustomComposite()
{
// Trigger our RegisterBindingComposite code in the editor.
Initialize();
}
#endif
// In the player, [RuntimeInitializeOnLoadMethod] will make sure our
// initialization code gets called during startup.
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
// This registers the composite with the input system. After calling this
// method, we can have bindings reference the composite. Also, the
// composite will show up in the action editor.
//
// NOTE: We don't supply a name for the composite here. The default logic
// will take the name of the type ("CustomComposite" in our case)
// and snip off "Composite" if used as a suffix (which is the case
// for us) and then use that as the name. So in our case, we are
// registering a composite called "Custom" here.
//
// If we were to use our composite with the AddCompositeBinding API,
// for example, it would look like this:
//
// myAction.AddCompositeBinding("Custom")
// .With("Stick", "<Gamepad>/leftStick")
// .With("Multiplier", "<Gamepad>/rightTrigger");
InputSystem.RegisterBindingComposite<CustomComposite>();
}
// So, we need two parts for our composite. The part that delivers the stick
// value and the part that delivers the axis multiplier. Note that each part
// may be bound to multiple controls. The input system handles that for us
// by giving us an integer identifier for each part that reads a single value
// from however many controls are bound to the part.
//
// In our case, this could be used, for example, to bind the "multiplier" part
// to both the left and the right trigger on the gamepad.
// To tell the input system of a "part" binding that we need for a composite,
// we add a public field with an "int" type and annotated with an [InputControl]
// attribute. We set the "layout" property on the attribute to tell the system
// what kind of control we expect to be bound to the part.
//
// NOTE: These part binding need to be *public fields* for the input system
// to find them.
//
// So this is introduces a part to the composite called "multiplier" and
// expecting an "Axis" control. The value of the field will be set by the
// input system. It will be some internal, unique numeric ID for the part
// which we can then use with InputBindingCompositeContext.ReadValue to
// read out the value of just that part.
[InputControl(layout = "Axis")]
public int multiplier;
// The other part we need is for the stick.
//
// NOTE: We could use "Stick" here but "Vector2" is a little less restrictive.
[InputControl(layout = "Vector2")]
public int stick;
// We may also expose "parameters" on our composite. These can be configured
// graphically in the action editor and also through AddCompositeBinding.
//
// Let's say we want to allow the user to specify an additional scale factor
// to apply to the value of "multiplier". We can do so by simply adding a
// public field of type float. Any public field that is not annotated with
// [InputControl] will be treated as a possible parameter.
//
// If we added a composite with AddCompositeBinding, we could configure the
// parameter like so:
//
// myAction.AddCompositeBinding("Custom(scaleFactor=0.5)"
// .With("Multiplier", "<Gamepad>/rightTrigger")
// .With("Stick", "<Gamepad>/leftStick");
public float scaleFactor = 1;
// Ok, so now we have all the configuration in place. The final piece we
// need is the actual logic that reads input from "multiplier" and "stick"
// and computes a final input value.
//
// We can do that by defining a ReadValue method which is the actual workhorse
// for our composite.
public override Vector2 ReadValue(ref InputBindingCompositeContext context)
{
// We read input from the parts we have by simply
// supplying the part IDs that the input system has set up
// for us to ReadValue.
//
// NOTE: Vector2 is a less straightforward than primitive value types
// like int and float. If there are multiple controls bound to the
// "stick" part, we need to tell the input system which one to pick.
// We do so by giving it an IComparer. In this case, we choose
// Vector2MagnitudeComparer to return the Vector2 with the greatest
// length.
var stickValue = context.ReadValue<Vector2, Vector2MagnitudeComparer>(stick);
var multiplierValue = context.ReadValue<float>(multiplier);
// The rest is simple. We just scale the vector we read by the
// multiple from the axis and apply our scale factor.
return stickValue * (multiplierValue * scaleFactor);
}
}
// Our custom composite is complete and fully functional. We could stop here and
// call it a day. However, for the sake of demonstration, let's say we also want
// to customize how the parameters for our composite are edited. We have "scaleFactor"
// so let's say we want to replace the default float inspector with a slider.
//
// We can replace the default UI by simply deriving a custom InputParameterEditor
// for our composite.
#if UNITY_EDITOR
public class CustomCompositeEditor : InputParameterEditor<CustomComposite>
{
public override void OnGUI()
{
// Using the 'target' property, we can access an instance of our composite.
var currentValue = target.scaleFactor;
// The easiest way to lay out our UI is to simply use EditorGUILayout.
// We simply assign the changed value back to the 'target' object. The input
// system will automatically detect a change in value.
target.scaleFactor = EditorGUILayout.Slider(m_ScaleFactorLabel, currentValue, 0, 2);
}
private GUIContent m_ScaleFactorLabel = new GUIContent("Scale Factor");
}
#endif