forked from BilalY/Rasagar
123 lines
4.7 KiB
C#
123 lines
4.7 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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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 held for at least the set
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/// duration (which defaults to <see cref="InputSettings.defaultTapTime"/>)
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/// and then released.
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/// </summary>
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[DisplayName("Tap")]
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public class TapInteraction : IInputInteraction
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{
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////REVIEW: this should be called tapTime
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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.defaultTapTime"/>) 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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private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultTapTime;
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private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
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private double m_TapStartTime;
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////TODO: make sure 2d doesn't move too far
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public void Process(ref InputInteractionContext context)
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{
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if (context.timerHasExpired)
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{
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context.Canceled();
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return;
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}
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if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
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{
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m_TapStartTime = context.time;
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// Set timeout slightly after duration so that if tap comes in exactly at the expiration
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// time, it still counts as a valid tap.
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context.Started();
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context.SetTimeout(durationOrDefault + 0.00001f);
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return;
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}
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if (context.isStarted && !context.ControlIsActuated(releasePointOrDefault))
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{
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if (context.time - m_TapStartTime <= durationOrDefault)
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{
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context.Performed();
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}
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else
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{
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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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}
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public void Reset()
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{
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m_TapStartTime = 0;
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}
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}
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#if UNITY_EDITOR
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internal class TapInteractionEditor : InputParameterEditor<TapInteraction>
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{
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protected override void OnEnable()
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{
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m_DurationSetting.Initialize("Max Tap Duration",
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"Time (in seconds) within with a control has to be released again for it to register as a tap. If the control is held "
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+ "for longer than this time, the tap is canceled.",
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"Default Tap Time",
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() => target.duration, x => target.duration = x, () => InputSystem.settings.defaultTapTime);
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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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