forked from BilalY/Rasagar
109 lines
4.3 KiB
C#
109 lines
4.3 KiB
C#
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using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.Scripting;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.UIElements;
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#endif
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////REVIEW: this is confusing when considered next to HoldInteraction; also it's confusingly named
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namespace UnityEngine.InputSystem.Interactions
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{
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/// <summary>
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/// Performs the action if the control is pressed and held for at least the set
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/// duration (which defaults to <see cref="InputSettings.defaultSlowTapTime"/>)
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/// and then released.
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/// </summary>
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[DisplayName("Long Tap")]
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public class SlowTapInteraction : IInputInteraction
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{
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/// <summary>
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/// The time in seconds within which the control needs to be pressed and released to perform the interaction.
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/// </summary>
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/// <remarks>
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/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultSlowTapTime"/>) instead.
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/// </remarks>
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public float duration;
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/// <summary>
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/// The press point required to perform the interaction.
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/// </summary>
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/// <remarks>
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/// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
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/// value to perform the interaction.
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/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
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/// </remarks>
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public float pressPoint;
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////REVIEW: this seems stupid; shouldn't a slow tap just be anything that takes longer than TapTime?
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private float durationOrDefault => duration > 0.0f ? duration : InputSystem.settings.defaultSlowTapTime;
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private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private double m_SlowTapStartTime;
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public void Process(ref InputInteractionContext context)
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{
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if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
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{
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m_SlowTapStartTime = context.time;
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context.Started();
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return;
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}
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if (context.isStarted && !context.ControlIsActuated(pressPointOrDefault))
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{
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if (context.time - m_SlowTapStartTime >= durationOrDefault)
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context.Performed();
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else
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////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
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context.Canceled();
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}
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}
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public void Reset()
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{
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m_SlowTapStartTime = 0.0;
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}
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}
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#if UNITY_EDITOR
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internal class SlowTapInteractionEditor : InputParameterEditor<SlowTapInteraction>
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{
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protected override void OnEnable()
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{
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m_DurationSetting.Initialize("Min Tap Duration",
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"Minimum time (in seconds) that a control has to be held for it to register as a slow tap. If the control is released "
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+ "before this time, the slow tap is canceled.",
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"Default Slow Tap Time",
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() => target.duration, x => target.duration = x, () => InputSystem.settings.defaultSlowTapTime);
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m_PressPointSetting.Initialize("Press Point",
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"The amount of actuation a control requires before being considered pressed. If not set, default to "
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+ "'Default Button Press Point' in the global input settings.",
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"Default Button Press Point",
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() => target.pressPoint, v => target.pressPoint = v,
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() => InputSystem.settings.defaultButtonPressPoint);
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}
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public override void OnGUI()
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{
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m_DurationSetting.OnGUI();
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m_PressPointSetting.OnGUI();
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
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m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
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}
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#endif
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private CustomOrDefaultSetting m_DurationSetting;
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private CustomOrDefaultSetting m_PressPointSetting;
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}
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#endif
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}
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