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- using System;
- using System.ComponentModel;
- using UnityEngine.InputSystem.Layouts;
- using UnityEngine.InputSystem.Utilities;
-
- #if UNITY_EDITOR
- using UnityEditor;
- using UnityEngine.InputSystem.Editor;
- using UnityEngine.UIElements;
- #endif
-
- namespace UnityEngine.InputSystem.Composites
- {
- /// <summary>
- /// A 3D vector formed from six floating-point inputs.
- /// </summary>
- /// <remarks>
- /// Depending on the setting of <see cref="mode"/>, the vector is either in the [-1..1]
- /// range on each axis (normalized or not depending on <see cref="mode"/>) or is in the
- /// full value range of the input controls.
- ///
- /// <example>
- /// <code>
- /// action.AddCompositeBinding("3DVector")
- /// .With("Forward", "<Keyboard>/w")
- /// .With("Backward", "<Keyboard>/s")
- /// .With("Left", "<Keyboard>/a")
- /// .With("Right", "<Keyboard>/d")
- /// .With("Up", "<Keyboard>/q")
- /// .With("Down", "<Keyboard>/e");
- /// </code>
- /// </example>
- /// </remarks>
- /// <seealso cref="Vector2Composite"/>
- [DisplayStringFormat("{up}+{down}/{left}+{right}/{forward}+{backward}")]
- [DisplayName("Up/Down/Left/Right/Forward/Backward Composite")]
- public class Vector3Composite : InputBindingComposite<Vector3>
- {
- /// <summary>
- /// Binding for the button that represents the up (that is, <c>(0,1,0)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int up;
-
- /// <summary>
- /// Binding for the button that represents the down (that is, <c>(0,-1,0)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int down;
-
- /// <summary>
- /// Binding for the button that represents the left (that is, <c>(-1,0,0)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int left;
-
- /// <summary>
- /// Binding for the button that represents the right (that is, <c>(1,0,0)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int right;
-
- /// <summary>
- /// Binding for the button that represents the right (that is, <c>(0,0,1)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int forward;
-
- /// <summary>
- /// Binding for the button that represents the right (that is, <c>(0,0,-1)</c>) direction of the vector.
- /// </summary>
- /// <remarks>
- /// This property is automatically assigned by the input system.
- /// </remarks>
- // ReSharper disable once MemberCanBePrivate.Global
- // ReSharper disable once FieldCanBeMadeReadOnly.Global
- [InputControl(layout = "Axis")] public int backward;
-
- /// <summary>
- /// How to synthesize a <c>Vector3</c> from the values read from <see cref="up"/>, <see cref="down"/>,
- /// <see cref="left"/>, <see cref="right"/>, <see cref="forward"/>, and <see cref="backward"/>.
- /// </summary>
- /// <value>Determines how X, Y, and Z of the resulting <c>Vector3</c> are formed from input values.</value>
- public Mode mode = Mode.Analog;
-
- /// <inheritdoc/>
- public override Vector3 ReadValue(ref InputBindingCompositeContext context)
- {
- if (mode == Mode.Analog)
- {
- var upValue = context.ReadValue<float>(up);
- var downValue = context.ReadValue<float>(down);
- var leftValue = context.ReadValue<float>(left);
- var rightValue = context.ReadValue<float>(right);
- var forwardValue = context.ReadValue<float>(forward);
- var backwardValue = context.ReadValue<float>(backward);
-
- return new Vector3(rightValue - leftValue, upValue - downValue, forwardValue - backwardValue);
- }
- else
- {
- var upValue = context.ReadValueAsButton(up) ? 1f : 0f;
- var downValue = context.ReadValueAsButton(down) ? -1f : 0f;
- var leftValue = context.ReadValueAsButton(left) ? -1f : 0f;
- var rightValue = context.ReadValueAsButton(right) ? 1f : 0f;
- var forwardValue = context.ReadValueAsButton(forward) ? 1f : 0f;
- var backwardValue = context.ReadValueAsButton(backward) ? -1f : 0f;
-
- var vector = new Vector3(leftValue + rightValue, upValue + downValue, forwardValue + backwardValue);
-
- if (mode == Mode.DigitalNormalized)
- vector = vector.normalized;
-
- return vector;
- }
- }
-
- /// <inheritdoc />
- public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
- {
- var value = ReadValue(ref context);
- return value.magnitude;
- }
-
- /// <summary>
- /// Determines how a <c>Vector3</c> is synthesized from part controls.
- /// </summary>
- public enum Mode
- {
- /// <summary>
- /// Part controls are treated as analog meaning that the floating-point values read from controls
- /// will come through as is (minus the fact that the down and left direction values are negated).
- /// </summary>
- Analog,
-
- /// <summary>
- /// Part controls are treated as buttons (on/off) and the resulting vector is normalized. This means
- /// that if, for example, both left and up are pressed, instead of returning a vector (-1,1,0), a vector
- /// of roughly (-0.7,0.7,0) (that is, corresponding to <c>new Vector3(-1,1,0).normalized</c>) is returned instead.
- /// </summary>
- DigitalNormalized,
-
- /// <summary>
- /// Part controls are treated as buttons (on/off) and the resulting vector is not normalized. This means
- /// that if both left and up are pressed, for example, the resulting vector is (-1,1,0) and has a length
- /// greater than 1.
- /// </summary>
- Digital,
- }
- }
-
- #if UNITY_EDITOR
- internal class Vector3CompositeEditor : InputParameterEditor<Vector3Composite>
- {
- private GUIContent m_ModeLabel = new GUIContent("Mode",
- "How to synthesize a Vector3 from the inputs. Digital "
- + "treats part bindings as buttons (on/off) whereas Analog preserves "
- + "floating-point magnitudes as read from controls.");
-
- public override void OnGUI()
- {
- target.mode = (Vector3Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
- }
-
- #if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
- public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
- {
- var modeField = new EnumField(m_ModeLabel.text, target.mode)
- {
- tooltip = m_ModeLabel.tooltip
- };
-
- modeField.RegisterValueChangedCallback(evt =>
- {
- target.mode = (Vector3Composite.Mode)evt.newValue;
- onChangedCallback();
- });
-
- root.Add(modeField);
- }
-
- #endif
- }
- #endif
- }
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