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!
323 lines
12 KiB
C#
323 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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////TODO: support ProcessEventsManually
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////TODO: add way to pick by player index
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// Some fields assigned through only through serialization.
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#pragma warning disable CS0649
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namespace UnityEngine.InputSystem.Samples
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{
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/// <summary>
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/// A component for debugging purposes that adds an on-screen display which shows
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/// activity on an input action over time (<see cref="InputActionVisualizer.Visualization.Interaction"/>)
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/// or an action's current value (<see cref="InputActionVisualizer.Visualization.Value"/>).
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/// </summary>
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/// <seealso cref="InputControlVisualizer"/>
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[AddComponentMenu("Input/Debug/Input Action Visualizer")]
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[ExecuteInEditMode]
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public class InputActionVisualizer : InputVisualizer
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{
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/// <summary>
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/// The action that is being visualized. May be null.
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/// </summary>
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public InputAction action => m_Action;
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protected void FixedUpdate()
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{
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if (m_Visualization != Visualization.Value || m_Action == null || m_Visualizer == null)
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return;
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if (InputSystem.settings.updateMode != InputSettings.UpdateMode.ProcessEventsInFixedUpdate)
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return;
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RecordValue(Time.fixedTime);
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}
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protected void Update()
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{
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if (m_Visualization != Visualization.Value || m_Action == null || m_Visualizer == null)
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return;
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if (InputSystem.settings.updateMode != InputSettings.UpdateMode.ProcessEventsInDynamicUpdate)
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return;
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RecordValue(Time.time);
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}
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protected new void OnEnable()
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{
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if (m_Visualization == Visualization.None)
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return;
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base.OnEnable();
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ResolveAction();
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SetupVisualizer();
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if (s_EnabledInstances == null)
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s_EnabledInstances = new List<InputActionVisualizer>();
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if (s_EnabledInstances.Count == 0)
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InputSystem.onActionChange += OnActionChange;
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s_EnabledInstances.Add(this);
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}
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protected new void OnDisable()
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{
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base.OnDisable();
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s_EnabledInstances.Remove(this);
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if (s_EnabledInstances.Count == 0)
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InputSystem.onActionChange -= OnActionChange;
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if (m_Visualization == Visualization.Interaction && m_Action != null)
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{
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m_Action.started -= OnActionTriggered;
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m_Action.performed -= OnActionTriggered;
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m_Action.canceled -= OnActionTriggered;
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}
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}
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protected new void OnGUI()
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{
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if (m_Visualization == Visualization.None)
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return;
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if (Event.current.type != EventType.Repaint)
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return;
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base.OnGUI();
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if (m_ShowControlName && m_ActiveControlName != null)
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VisualizationHelpers.DrawText(m_ActiveControlName, new Vector2(m_Rect.x, m_Rect.yMax),
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VisualizationHelpers.ValueTextStyle);
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}
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private void RecordValue(double time)
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{
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Debug.Assert(m_Action != null);
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Debug.Assert(m_Visualizer != null);
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var value = m_Action.ReadValueAsObject();
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m_Visualizer.AddSample(value, time);
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if (m_ShowControlName)
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RecordControlName();
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}
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private void RecordControlName()
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{
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var control = m_Action.activeControl;
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if (control == m_ActiveControl)
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return;
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m_ActiveControl = control;
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m_ActiveControlName = control != null ? new GUIContent(control.path) : null;
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}
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private void ResolveAction()
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{
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// If we have a reference to an action, try that first.
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if (m_ActionReference != null)
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m_Action = m_ActionReference.action;
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// If we didn't get an action from that but we have an action name,
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// just search through the currently enabled actions for one that
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// matches by name.
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if (m_Action == null && !string.IsNullOrEmpty(m_ActionName))
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{
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var slashIndex = m_ActionName.IndexOf('/');
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var mapName = slashIndex != -1 ? m_ActionName.Substring(0, slashIndex) : null;
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var actionName = slashIndex != -1 ? m_ActionName.Substring(slashIndex + 1) : m_ActionName;
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var enabledActions = InputSystem.ListEnabledActions();
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foreach (var action in enabledActions)
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{
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if (string.Compare(actionName, action.name, StringComparison.InvariantCultureIgnoreCase) != 0)
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continue;
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if (mapName != null && action.actionMap != null && string.Compare(mapName, action.actionMap.name,
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StringComparison.InvariantCultureIgnoreCase) != 0)
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continue;
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m_Action = action;
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break;
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}
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}
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// If we still don't have an action, there's nothing much for us to do.
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// The action may show up at a later point.
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if (m_Action == null)
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return;
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if (m_Visualization == Visualization.Interaction)
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{
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m_Action.performed += OnActionTriggered;
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m_Action.started += OnActionTriggered;
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m_Action.canceled += OnActionTriggered;
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}
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}
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private void SetupVisualizer()
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{
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m_Visualizer = null;
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if (m_Action == null)
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return;
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switch (m_Visualization)
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{
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case Visualization.Value:
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switch (m_Action.type)
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{
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case InputActionType.Button:
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m_Visualizer = new VisualizationHelpers.ScalarVisualizer<float>
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{
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limitMax = 1
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};
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break;
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case InputActionType.Value:
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case InputActionType.PassThrough:
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if (!string.IsNullOrEmpty(m_Action.expectedControlType))
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{
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var layout = InputSystem.LoadLayout(m_Action.expectedControlType);
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if (layout != null)
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{
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var valueType = layout.GetValueType();
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if (valueType == typeof(float))
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m_Visualizer = new VisualizationHelpers.ScalarVisualizer<float>
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{
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limitMax = 1
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};
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else if (valueType == typeof(int))
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m_Visualizer = new VisualizationHelpers.ScalarVisualizer<int>
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{
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limitMax = 1
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};
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else if (valueType == typeof(Vector2))
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m_Visualizer = new VisualizationHelpers.Vector2Visualizer();
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}
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}
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break;
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}
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break;
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case Visualization.Interaction:
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// We don't really know which interactions are sitting on the action and its bindings
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// and while we could do and perform work to find out, it's simpler to just wait until
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// we get input and then whatever interactions we encounter as we go along. Also keeps
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// the visualization a little less cluttered.
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m_Visualizer = new VisualizationHelpers.TimelineVisualizer();
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break;
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}
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}
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private void OnActionDisabled()
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{
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}
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private void OnActionTriggered(InputAction.CallbackContext context)
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{
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Debug.Assert(m_Visualization == Visualization.Interaction);
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var timelineName = "Default";
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var interaction = context.interaction;
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if (interaction != null)
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{
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timelineName = interaction.GetType().Name;
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if (timelineName.EndsWith("Interaction"))
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timelineName = timelineName.Substring(0, timelineName.Length - "Interaction".Length);
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}
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var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
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var timelineIndex = visualizer.GetTimeline(timelineName);
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if (timelineIndex == -1)
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{
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Color color;
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timelineIndex = visualizer.timelineCount;
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if (timelineIndex < s_InteractionColors.Length)
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color = s_InteractionColors[timelineIndex];
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else
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color = new Color(Random.value, Random.value, Random.value, 1);
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visualizer.AddTimeline(timelineName, color);
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if (timelineIndex > 0)
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visualizer.showLegend = true;
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}
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var time = (float)context.time;
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switch (context.phase)
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{
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case InputActionPhase.Canceled:
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visualizer.AddSample(timelineIndex, 0f, time);
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break;
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case InputActionPhase.Performed:
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visualizer.AddSample(timelineIndex, 1f, time);
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visualizer.AddSample(timelineIndex, 0f, time);
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break;
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case InputActionPhase.Started:
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visualizer.AddSample(timelineIndex, 0.5f, time);
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break;
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}
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if (m_ShowControlName)
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RecordControlName();
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}
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private static void OnActionChange(object actionOrMap, InputActionChange change)
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{
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switch (change)
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{
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case InputActionChange.ActionEnabled:
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case InputActionChange.ActionMapEnabled:
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for (var i = 0; i < s_EnabledInstances.Count; ++i)
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if (s_EnabledInstances[i].m_Action == null)
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{
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s_EnabledInstances[i].ResolveAction();
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if (s_EnabledInstances[i].m_Action != null)
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s_EnabledInstances[i].SetupVisualizer();
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}
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break;
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case InputActionChange.ActionDisabled:
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for (var i = 0; i < s_EnabledInstances.Count; ++i)
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if (actionOrMap == s_EnabledInstances[i].m_Action)
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s_EnabledInstances[i].OnActionDisabled();
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break;
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case InputActionChange.ActionMapDisabled:
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for (var i = 0; i < s_EnabledInstances.Count; ++i)
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if (s_EnabledInstances[i].m_Action?.actionMap == actionOrMap)
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s_EnabledInstances[i].OnActionDisabled();
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break;
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}
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}
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[SerializeField] private Visualization m_Visualization;
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[SerializeField] private InputActionReference m_ActionReference;
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[SerializeField] private string m_ActionName;
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[SerializeField] private bool m_ShowControlName;
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[NonSerialized] private InputAction m_Action;
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[NonSerialized] private InputControl m_ActiveControl;
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[NonSerialized] private GUIContent m_ActiveControlName;
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private static List<InputActionVisualizer> s_EnabledInstances;
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private static readonly Color[] s_InteractionColors =
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{
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new Color(1, 0, 0, 1),
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new Color(0, 0, 1, 1),
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new Color(1, 1, 0, 1),
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new Color(1, 0, 1, 1),
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new Color(0, 1, 1, 1),
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new Color(0, 1, 0, 1),
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};
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public enum Visualization
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{
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None,
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Value,
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Interaction,
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}
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}
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}
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