63 lines
2.1 KiB
C#
63 lines
2.1 KiB
C#
using UnityEngine.VFX;
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namespace UnityEngine.VFX.Utility
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{
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[AddComponentMenu("VFX/Property Binders/Input Key Press Binder")]
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[VFXBinder("Input/Key")]
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class VFXInputKeyBinder : VFXBinderBase
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{
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public string KeyProperty { get { return (string)m_KeyProperty; } set { m_KeyProperty = value; } }
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[VFXPropertyBinding("System.Boolean"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_KeyParameter")]
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protected ExposedProperty m_KeyProperty = "KeyDown";
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public string KeySmoothProperty { get { return (string)m_KeySmoothProperty; } set { m_KeySmoothProperty = value; } }
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[VFXPropertyBinding("System.Single"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_KeySmoothParameter")]
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protected ExposedProperty m_KeySmoothProperty = "KeySmooth";
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public KeyCode Key = KeyCode.Space;
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public float SmoothSpeed = 2.0f;
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public bool UseKeySmooth = true;
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#if ENABLE_LEGACY_INPUT_MANAGER
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float m_CachedSmoothValue = 0.0f;
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#endif
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public override bool IsValid(VisualEffect component)
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{
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return component.HasBool(m_KeyProperty) && (UseKeySmooth ? component.HasFloat(m_KeySmoothProperty) : true);
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}
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private void Start()
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{
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#if ENABLE_LEGACY_INPUT_MANAGER
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if (UseKeySmooth)
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{
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m_CachedSmoothValue = Input.GetKeyDown(Key) ? 1.0f : 0.0f;
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}
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#endif
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}
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public override void UpdateBinding(VisualEffect component)
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{
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#if ENABLE_LEGACY_INPUT_MANAGER
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bool press = Input.GetKey(Key);
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component.SetBool(m_KeyProperty, press);
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if (UseKeySmooth)
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{
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m_CachedSmoothValue += SmoothSpeed * Time.deltaTime * (press ? 1.0f : -1.0f);
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m_CachedSmoothValue = Mathf.Clamp01(m_CachedSmoothValue);
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component.SetFloat(m_KeySmoothProperty, m_CachedSmoothValue);
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}
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#endif
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}
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public override string ToString()
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{
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return string.Format("Key: '{0}' -> {1}", m_KeySmoothProperty, Key.ToString());
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}
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}
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}
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