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- using System;
- using UnityEngine.Scripting;
-
- #if UNITY_EDITOR
- using UnityEngine.InputSystem.Editor;
- using UnityEngine.UIElements;
- #endif
-
- ////REVIEW: rename to RadialDeadzone
-
- ////TODO: add different deadzone shapes and/or option to min/max X and Y separately
-
- namespace UnityEngine.InputSystem.Processors
- {
- /// <summary>
- /// Processes a Vector2 to apply deadzoning according to the magnitude of the vector (rather
- /// than just clamping individual axes). Normalizes to the min/max range.
- /// </summary>
- /// <seealso cref="AxisDeadzoneProcessor"/>
- public class StickDeadzoneProcessor : InputProcessor<Vector2>
- {
- /// <summary>
- /// Value at which the lower bound deadzone starts.
- /// </summary>
- /// <remarks>
- /// Values in the input at or below min will get dropped and values
- /// will be scaled to the range between min and max.
- /// </remarks>
- public float min;
- public float max;
-
- private float minOrDefault => min == default ? InputSystem.settings.defaultDeadzoneMin : min;
- private float maxOrDefault => max == default ? InputSystem.settings.defaultDeadzoneMax : max;
-
- public override Vector2 Process(Vector2 value, InputControl control = null)
- {
- var magnitude = value.magnitude;
- var newMagnitude = GetDeadZoneAdjustedValue(magnitude);
- if (newMagnitude == 0)
- value = Vector2.zero;
- else
- value *= newMagnitude / magnitude;
- return value;
- }
-
- private float GetDeadZoneAdjustedValue(float value)
- {
- var min = minOrDefault;
- var max = maxOrDefault;
-
- var absValue = Mathf.Abs(value);
- if (absValue < min)
- return 0;
- if (absValue > max)
- return Mathf.Sign(value);
-
- return Mathf.Sign(value) * ((absValue - min) / (max - min));
- }
-
- public override string ToString()
- {
- return $"StickDeadzone(min={minOrDefault},max={maxOrDefault})";
- }
- }
-
- #if UNITY_EDITOR
- internal class StickDeadzoneProcessorEditor : InputParameterEditor<StickDeadzoneProcessor>
- {
- protected override void OnEnable()
- {
- m_MinSetting.Initialize("Min",
- "Vector length below which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
- "Default Deadzone Min",
- () => target.min, v => target.min = v,
- () => InputSystem.settings.defaultDeadzoneMin);
- m_MaxSetting.Initialize("Max",
- "Vector length above which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
- "Default Deadzone Max",
- () => target.max, v => target.max = v,
- () => InputSystem.settings.defaultDeadzoneMax);
- }
-
- public override void OnGUI()
- {
- m_MinSetting.OnGUI();
- m_MaxSetting.OnGUI();
- }
-
- #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
- public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
- {
- m_MinSetting.OnDrawVisualElements(root, onChangedCallback);
- m_MaxSetting.OnDrawVisualElements(root, onChangedCallback);
- }
-
- #endif
-
- private CustomOrDefaultSetting m_MinSetting;
- private CustomOrDefaultSetting m_MaxSetting;
- }
- #endif
- }
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