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StickDeadzoneProcessor.cs 3.5KB

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  1. using System;
  2. using UnityEngine.Scripting;
  3. #if UNITY_EDITOR
  4. using UnityEngine.InputSystem.Editor;
  5. using UnityEngine.UIElements;
  6. #endif
  7. ////REVIEW: rename to RadialDeadzone
  8. ////TODO: add different deadzone shapes and/or option to min/max X and Y separately
  9. namespace UnityEngine.InputSystem.Processors
  10. {
  11. /// <summary>
  12. /// Processes a Vector2 to apply deadzoning according to the magnitude of the vector (rather
  13. /// than just clamping individual axes). Normalizes to the min/max range.
  14. /// </summary>
  15. /// <seealso cref="AxisDeadzoneProcessor"/>
  16. public class StickDeadzoneProcessor : InputProcessor<Vector2>
  17. {
  18. /// <summary>
  19. /// Value at which the lower bound deadzone starts.
  20. /// </summary>
  21. /// <remarks>
  22. /// Values in the input at or below min will get dropped and values
  23. /// will be scaled to the range between min and max.
  24. /// </remarks>
  25. public float min;
  26. public float max;
  27. private float minOrDefault => min == default ? InputSystem.settings.defaultDeadzoneMin : min;
  28. private float maxOrDefault => max == default ? InputSystem.settings.defaultDeadzoneMax : max;
  29. public override Vector2 Process(Vector2 value, InputControl control = null)
  30. {
  31. var magnitude = value.magnitude;
  32. var newMagnitude = GetDeadZoneAdjustedValue(magnitude);
  33. if (newMagnitude == 0)
  34. value = Vector2.zero;
  35. else
  36. value *= newMagnitude / magnitude;
  37. return value;
  38. }
  39. private float GetDeadZoneAdjustedValue(float value)
  40. {
  41. var min = minOrDefault;
  42. var max = maxOrDefault;
  43. var absValue = Mathf.Abs(value);
  44. if (absValue < min)
  45. return 0;
  46. if (absValue > max)
  47. return Mathf.Sign(value);
  48. return Mathf.Sign(value) * ((absValue - min) / (max - min));
  49. }
  50. public override string ToString()
  51. {
  52. return $"StickDeadzone(min={minOrDefault},max={maxOrDefault})";
  53. }
  54. }
  55. #if UNITY_EDITOR
  56. internal class StickDeadzoneProcessorEditor : InputParameterEditor<StickDeadzoneProcessor>
  57. {
  58. protected override void OnEnable()
  59. {
  60. m_MinSetting.Initialize("Min",
  61. "Vector length below which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
  62. "Default Deadzone Min",
  63. () => target.min, v => target.min = v,
  64. () => InputSystem.settings.defaultDeadzoneMin);
  65. m_MaxSetting.Initialize("Max",
  66. "Vector length above which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
  67. "Default Deadzone Max",
  68. () => target.max, v => target.max = v,
  69. () => InputSystem.settings.defaultDeadzoneMax);
  70. }
  71. public override void OnGUI()
  72. {
  73. m_MinSetting.OnGUI();
  74. m_MaxSetting.OnGUI();
  75. }
  76. #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
  77. public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
  78. {
  79. m_MinSetting.OnDrawVisualElements(root, onChangedCallback);
  80. m_MaxSetting.OnDrawVisualElements(root, onChangedCallback);
  81. }
  82. #endif
  83. private CustomOrDefaultSetting m_MinSetting;
  84. private CustomOrDefaultSetting m_MaxSetting;
  85. }
  86. #endif
  87. }