Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/Samples~/UIvsGameInput/UIvsGameInputHandler.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

476 lines
16 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditorInternal;
#endif
public class UIvsGameInputHandler : MonoBehaviour
{
public Text statusBarText;
public GameObject inGameUI;
public GameObject mainMenuUI;
public GameObject menuButton;
public GameObject firstButtonInMainMenu;
public GameObject firstNavigationSelection;
[Space]
public PlayerInput playerInput;
public GameObject projectile;
[Space]
[Tooltip("Multiplier for Pointer.delta values when adding to rotation.")]
public float m_MouseLookSensitivity = 0.1f;
[Tooltip("Rotation per second with fully actuated Gamepad/joystick stick.")]
public float m_GamepadLookSpeed = 10f;
private bool m_OpenMenuActionTriggered;
private bool m_ResetCameraActionTriggered;
private bool m_FireActionTriggered;
internal bool m_UIEngaged;
private Vector2 m_Rotation;
private InputAction m_LookEngageAction;
private InputAction m_LookAction;
private InputAction m_CancelAction;
private InputAction m_UIEngageAction;
private GameObject m_LastNavigationSelection;
private Mouse m_Mouse;
private Vector2? m_MousePositionToWarpToAfterCursorUnlock;
internal enum State
{
InGame,
InGameControllingCamera,
InMenu,
}
internal State m_State;
internal enum ControlStyle
{
None,
KeyboardMouse,
Touch,
GamepadJoystick,
}
internal ControlStyle m_ControlStyle;
public void OnEnable()
{
// By default, hide menu and show game UI.
inGameUI.SetActive(true);
mainMenuUI.SetActive(false);
menuButton.SetActive(false);
// Look up InputActions on the player so we don't have to do this over and over.
m_LookEngageAction = playerInput.actions["LookEngage"];
m_LookAction = playerInput.actions["Look"];
m_CancelAction = playerInput.actions["UI/Cancel"];
m_UIEngageAction = playerInput.actions["UIEngage"];
m_State = State.InGame;
}
// This is called when PlayerInput updates the controls bound to its InputActions.
public void OnControlsChanged()
{
// We could determine the types of controls we have from the names of the control schemes or their
// contents. However, a way that is both easier and more robust is to simply look at the kind of
// devices we have assigned to us. We do not support mixed models this way but this does correspond
// to the limitations of the current control code.
if (playerInput.GetDevice<Touchscreen>() != null) // Note that Touchscreen is also a Pointer so check this first.
m_ControlStyle = ControlStyle.Touch;
else if (playerInput.GetDevice<Pointer>() != null)
m_ControlStyle = ControlStyle.KeyboardMouse;
else if (playerInput.GetDevice<Gamepad>() != null || playerInput.GetDevice<Joystick>() != null)
m_ControlStyle = ControlStyle.GamepadJoystick;
else
Debug.LogError("Control scheme not recognized: " + playerInput.currentControlScheme);
m_Mouse = default;
m_MousePositionToWarpToAfterCursorUnlock = default;
// Enable button for main menu depending on whether we use touch or not.
// With kb&mouse and gamepad, not necessary but with touch, we have no "Cancel" control.
menuButton.SetActive(m_ControlStyle == ControlStyle.Touch);
// If we're using navigation-style input, start with UI control disengaged.
if (m_ControlStyle == ControlStyle.GamepadJoystick)
SetUIEngaged(false);
RepaintInspector();
}
public void Update()
{
switch (m_State)
{
case State.InGame:
{
if (m_OpenMenuActionTriggered)
{
m_State = State.InMenu;
// Bring up main menu.
inGameUI.SetActive(false);
mainMenuUI.SetActive(true);
// Disable gameplay inputs.
playerInput.DeactivateInput();
// Select topmost button.
EventSystem.current.SetSelectedGameObject(firstButtonInMainMenu);
}
var pointerIsOverUI = IsPointerOverUI();
if (pointerIsOverUI)
break;
if (m_ResetCameraActionTriggered)
transform.rotation = default;
// When using a pointer-based control scheme, we engage camera look explicitly.
if (m_ControlStyle != ControlStyle.GamepadJoystick && m_LookEngageAction.WasPressedThisFrame() && IsPointerInsideScreen())
EngageCameraControl();
// With gamepad/joystick, we can freely rotate the camera at any time.
if (m_ControlStyle == ControlStyle.GamepadJoystick)
ProcessCameraLook();
if (m_FireActionTriggered)
Fire();
break;
}
case State.InGameControllingCamera:
if (m_ResetCameraActionTriggered && !IsPointerOverUI())
transform.rotation = default;
if (m_FireActionTriggered && !IsPointerOverUI())
Fire();
// Rotate camera.
ProcessCameraLook();
// Keep track of distance we travel with the mouse while in mouse lock so
// that when we unlock, we can jump to a position that feels "right".
if (m_Mouse != null)
m_MousePositionToWarpToAfterCursorUnlock = m_MousePositionToWarpToAfterCursorUnlock.Value + m_Mouse.delta.ReadValue();
if (m_CancelAction.WasPressedThisFrame() || !m_LookEngageAction.IsPressed())
DisengageCameraControl();
break;
case State.InMenu:
if (m_CancelAction.WasPressedThisFrame())
OnContinueClicked();
break;
}
m_ResetCameraActionTriggered = default;
m_OpenMenuActionTriggered = default;
m_FireActionTriggered = default;
}
private void ProcessCameraLook()
{
var rotate = m_LookAction.ReadValue<Vector2>();
if (!(rotate.sqrMagnitude > 0.01))
return;
// For gamepad and joystick, we rotate continuously based on stick actuation.
float rotateScaleFactor;
if (m_ControlStyle == ControlStyle.GamepadJoystick)
rotateScaleFactor = m_GamepadLookSpeed * Time.deltaTime;
else
rotateScaleFactor = m_MouseLookSensitivity;
m_Rotation.y += rotate.x * rotateScaleFactor;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * rotateScaleFactor, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private void EngageCameraControl()
{
// With a mouse, it's annoying to always end up with the pointer centered in the middle of
// the screen after we come out of a cursor lock. So, what we do is we simply remember where
// the cursor was when we locked and then warp the mouse back to that position after the cursor
// lock is released.
m_Mouse = playerInput.GetDevice<Mouse>();
m_MousePositionToWarpToAfterCursorUnlock = m_Mouse?.position.ReadValue();
Cursor.lockState = CursorLockMode.Locked;
m_State = State.InGameControllingCamera;
RepaintInspector();
}
private void DisengageCameraControl()
{
Cursor.lockState = CursorLockMode.None;
if (m_MousePositionToWarpToAfterCursorUnlock != null)
m_Mouse?.WarpCursorPosition(m_MousePositionToWarpToAfterCursorUnlock.Value);
m_State = State.InGame;
RepaintInspector();
}
public void OnTopLeftClicked()
{
statusBarText.text = "'Top Left' button clicked";
}
public void OnBottomLeftClicked()
{
statusBarText.text = "'Bottom Left' button clicked";
}
public void OnTopRightClicked()
{
statusBarText.text = "'Top Right' button clicked";
}
public void OnBottomRightClicked()
{
statusBarText.text = "'Bottom Right' button clicked";
}
public void OnMenuClicked()
{
m_OpenMenuActionTriggered = true;
}
public void OnContinueClicked()
{
mainMenuUI.SetActive(false);
inGameUI.SetActive(true);
// Reenable gameplay inputs.
playerInput.ActivateInput();
m_State = State.InGame;
RepaintInspector();
}
public void OnExitClicked()
{
#if UNITY_EDITOR
EditorApplication.ExitPlaymode();
#else
Application.Quit();
#endif
}
public void OnMenu(InputAction.CallbackContext context)
{
if (context.performed)
m_OpenMenuActionTriggered = true;
}
public void OnResetCamera(InputAction.CallbackContext context)
{
if (context.performed)
m_ResetCameraActionTriggered = true;
}
public void OnUIEngage(InputAction.CallbackContext context)
{
if (!context.performed)
return;
// From here, we could also do things such as showing UI that we only
// have up while the UI is engaged. For example, the same approach as
// here could be used to display a radial selection dials for items.
SetUIEngaged(!m_UIEngaged);
}
private void SetUIEngaged(bool value)
{
if (value)
{
playerInput.actions.FindActionMap("UI").Enable();
SetPlayerActionsEnabled(false);
// Select the GO that was selected last time.
if (m_LastNavigationSelection == null)
m_LastNavigationSelection = firstNavigationSelection;
EventSystem.current.SetSelectedGameObject(m_LastNavigationSelection);
}
else
{
m_LastNavigationSelection = EventSystem.current.currentSelectedGameObject; // If this happens to be null, we will automatically pick up firstNavigationSelection again.
EventSystem.current.SetSelectedGameObject(null);
playerInput.actions.FindActionMap("UI").Disable();
SetPlayerActionsEnabled(true);
}
m_UIEngaged = value;
RepaintInspector();
}
// Enable/disable every in-game action other than the UI toggle.
private void SetPlayerActionsEnabled(bool value)
{
var actions = playerInput.actions.FindActionMap("Player");
foreach (var action in actions)
{
if (action == m_UIEngageAction)
continue;
if (value)
action.Enable();
else
action.Disable();
}
}
// There's two different approaches taken here. The first OnFire() just does the same as the action
// callbacks above and just sets some state to leave action responses to Update().
// The second OnFire() puts the response logic directly inside the callback.
#if false
public void OnFire(InputAction.CallbackContext context)
{
if (context.performed)
m_FireActionTriggered = true;
}
#else
public void OnFire(InputAction.CallbackContext context)
{
// For this action, let's try something different. Let's say we want to trigger a response
// right away every time the "fire" action triggers. Theoretically, this would allow us
// to correctly respond even if there is multiple activations in a single frame. In practice,
// this will realistically only happen with low framerates (and even then it can be questionable
// whether we want to respond this way).
if (!context.performed)
return;
var device = playerInput.GetDevice<Pointer>();
if (device != null && IsRaycastHittingUIObject(device.position.ReadValue()))
return;
Fire();
}
// Can't use IsPointerOverGameObject() from within InputAction callbacks as the UI won't update
// until after input processing is complete. So, need to explicitly raycast here.
// NOTE: This is not something we'd want to do from a high-frequency action. If, for example, this
// is called from an action bound to `<Mouse>/position`, there will be an immense amount of
// raycasts performed per frame.
private bool IsRaycastHittingUIObject(Vector2 position)
{
if (m_PointerData == null)
m_PointerData = new PointerEventData(EventSystem.current);
m_PointerData.position = position;
EventSystem.current.RaycastAll(m_PointerData, m_RaycastResults);
return m_RaycastResults.Count > 0;
}
private PointerEventData m_PointerData;
private List<RaycastResult> m_RaycastResults = new List<RaycastResult>();
#endif
private bool IsPointerOverUI()
{
// If we're not controlling the UI with a pointer, we can early out of this.
if (m_ControlStyle == ControlStyle.GamepadJoystick)
return false;
// Otherwise, check if the primary pointer is currently over a UI object.
return EventSystem.current.IsPointerOverGameObject();
}
////REVIEW: check this together with the focus PR; ideally, the code here should not be necessary
private bool IsPointerInsideScreen()
{
var pointer = playerInput.GetDevice<Pointer>();
if (pointer == null)
return true;
return Screen.safeArea.Contains(pointer.position.ReadValue());
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int kSize = 1;
newProjectile.transform.localScale *= kSize;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(kSize, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
private void RepaintInspector()
{
// We have a custom inspector below that prints some debugging information for internal state.
// When we change state, this will not result in an automatic repaint of the inspector as Unity
// doesn't know about the change.
//
// We thus manually force a refresh. There's more elegant ways to do this but the easiest by
// far is to just globally force a repaint of the entire editor window.
#if UNITY_EDITOR
InternalEditorUtility.RepaintAllViews();
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(UIvsGameInputHandler))]
internal class UIvsGameInputHandlerEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
using (new EditorGUI.DisabledScope(true))
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Debug");
EditorGUILayout.Space();
using (new EditorGUI.IndentLevelScope())
{
var state = ((UIvsGameInputHandler)target).m_State;
EditorGUILayout.LabelField("State", state.ToString());
var style = ((UIvsGameInputHandler)target).m_ControlStyle;
EditorGUILayout.LabelField("Controls", style.ToString());
if (style == UIvsGameInputHandler.ControlStyle.GamepadJoystick)
{
var uiEngaged = ((UIvsGameInputHandler)target).m_UIEngaged;
EditorGUILayout.LabelField("UI Engaged?", uiEngaged ? "Yes" : "No");
}
}
}
}
}
#endif