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- using System;
- using UnityEngine.Scripting;
-
- #if UNITY_EDITOR
- using UnityEngine.InputSystem.Editor;
- using UnityEngine.UIElements;
- #endif
-
- namespace UnityEngine.InputSystem.Processors
- {
- /// <summary>
- /// Clamps values to the range given by <see cref="min"/> and <see cref="max"/> and re-normalizes the resulting
- /// value to [0..1].
- /// </summary>
- /// <remarks>
- /// This processor is registered (see <see cref="InputSystem.RegisterProcessor{T}"/>) under the name "AxisDeadzone".
- ///
- /// It acts like a combination of <see cref="ClampProcessor"/> and <see cref="NormalizeProcessor"/>.
- ///
- /// <example>
- /// <code>
- /// </code>
- /// // Bind to right trigger on gamepad such that the value is clamped and normalized between
- /// // 0.3 and 0.7.
- /// new InputAction(binding: "<Gamepad>/rightTrigger", processors: "axisDeadzone(min=0.3,max=0.7)");
- /// </example>
- /// </remarks>
- /// <seealso cref="StickDeadzoneProcessor"/>
- public class AxisDeadzoneProcessor : InputProcessor<float>
- {
- /// <summary>
- /// Lower bound (inclusive) below which input values get clamped. Corresponds to 0 in the normalized range.
- /// </summary>
- /// <remarks>
- /// If this is equal to 0 (the default), <see cref="InputSettings.defaultDeadzoneMin"/> is used instead.
- /// </remarks>
- public float min;
-
- /// <summary>
- /// Upper bound (inclusive) beyond which input values get clamped. Corresponds to 1 in the normalized range.
- /// </summary>
- /// <remarks>
- /// If this is equal to 0 (the default), <see cref="InputSettings.defaultDeadzoneMax"/> is used instead.
- /// </remarks>
- public float max;
-
- private float minOrDefault => min == default ? InputSystem.settings.defaultDeadzoneMin : min;
- private float maxOrDefault => max == default ? InputSystem.settings.defaultDeadzoneMax : max;
-
- /// <summary>
- /// Normalize <paramref name="value"/> according to <see cref="min"/> and <see cref="max"/>.
- /// </summary>
- /// <param name="value">Input value.</param>
- /// <param name="control">Ignored.</param>
- /// <returns>Normalized value.</returns>
- public override float Process(float value, InputControl control = null)
- {
- 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));
- }
-
- /// <inheritdoc/>
- public override string ToString()
- {
- return $"AxisDeadzone(min={minOrDefault},max={maxOrDefault})";
- }
- }
-
- #if UNITY_EDITOR
- internal class AxisDeadzoneProcessorEditor : InputParameterEditor<AxisDeadzoneProcessor>
- {
- protected override void OnEnable()
- {
- m_MinSetting.Initialize("Min",
- "Value below which input values will be clamped. After clamping, values 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",
- "Value above which input values will be clamped. After clamping, values 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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