forked from BilalY/Rasagar
518 lines
20 KiB
C#
518 lines
20 KiB
C#
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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.EnhancedTouch;
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#endif
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering
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{
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internal enum DebugAction
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{
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EnableDebugMenu,
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PreviousDebugPanel,
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NextDebugPanel,
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Action,
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MakePersistent,
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MoveVertical,
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MoveHorizontal,
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Multiplier,
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ResetAll,
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DebugActionCount
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}
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enum DebugActionRepeatMode
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{
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Never,
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Delay
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}
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public sealed partial class DebugManager
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{
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const string kEnableDebugBtn1 = "Enable Debug Button 1";
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const string kEnableDebugBtn2 = "Enable Debug Button 2";
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const string kDebugPreviousBtn = "Debug Previous";
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const string kDebugNextBtn = "Debug Next";
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const string kValidateBtn = "Debug Validate";
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const string kPersistentBtn = "Debug Persistent";
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const string kDPadVertical = "Debug Vertical";
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const string kDPadHorizontal = "Debug Horizontal";
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const string kMultiplierBtn = "Debug Multiplier";
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const string kResetBtn = "Debug Reset";
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const string kEnableDebug = "Enable Debug";
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DebugActionDesc[] m_DebugActions;
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DebugActionState[] m_DebugActionStates;
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#if USE_INPUT_SYSTEM
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InputActionMap debugActionMap = new InputActionMap("Debug Menu");
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#endif
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void RegisterActions()
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{
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m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount];
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m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount];
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var enableDebugMenu = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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enableDebugMenu.buttonAction = debugActionMap.FindAction(kEnableDebug);
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#else
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enableDebugMenu.buttonTriggerList.Add(new[] { kEnableDebugBtn1, kEnableDebugBtn2 });
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enableDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftControl, KeyCode.Backspace });
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#endif
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enableDebugMenu.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.EnableDebugMenu, enableDebugMenu);
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var resetDebugMenu = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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resetDebugMenu.buttonAction = debugActionMap.FindAction(kResetBtn);
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#else
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resetDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftAlt, KeyCode.Backspace });
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resetDebugMenu.buttonTriggerList.Add(new[] { kResetBtn, kEnableDebugBtn2 });
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#endif
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resetDebugMenu.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.ResetAll, resetDebugMenu);
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var nextDebugPanel = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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nextDebugPanel.buttonAction = debugActionMap.FindAction(kDebugNextBtn);
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#else
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nextDebugPanel.buttonTriggerList.Add(new[] { kDebugNextBtn });
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#endif
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nextDebugPanel.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.NextDebugPanel, nextDebugPanel);
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var previousDebugPanel = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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previousDebugPanel.buttonAction = debugActionMap.FindAction(kDebugPreviousBtn);
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#else
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previousDebugPanel.buttonTriggerList.Add(new[] { kDebugPreviousBtn });
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#endif
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previousDebugPanel.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.PreviousDebugPanel, previousDebugPanel);
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var validate = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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validate.buttonAction = debugActionMap.FindAction(kValidateBtn);
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#else
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validate.buttonTriggerList.Add(new[] { kValidateBtn });
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#endif
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validate.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.Action, validate);
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var persistent = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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persistent.buttonAction = debugActionMap.FindAction(kPersistentBtn);
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#else
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persistent.buttonTriggerList.Add(new[] { kPersistentBtn });
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#endif
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persistent.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.MakePersistent, persistent);
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var multiplier = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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multiplier.buttonAction = debugActionMap.FindAction(kMultiplierBtn);
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#else
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multiplier.buttonTriggerList.Add(new[] { kMultiplierBtn });
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#endif
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multiplier.repeatMode = DebugActionRepeatMode.Delay;
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validate.repeatDelay = 0f;
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AddAction(DebugAction.Multiplier, multiplier);
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var moveVertical = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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moveVertical.buttonAction = debugActionMap.FindAction(kDPadVertical);
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#else
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moveVertical.axisTrigger = kDPadVertical;
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#endif
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moveVertical.repeatMode = DebugActionRepeatMode.Delay;
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moveVertical.repeatDelay = 0.16f;
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AddAction(DebugAction.MoveVertical, moveVertical);
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var moveHorizontal = new DebugActionDesc();
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#if USE_INPUT_SYSTEM
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moveHorizontal.buttonAction = debugActionMap.FindAction(kDPadHorizontal);
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#else
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moveHorizontal.axisTrigger = kDPadHorizontal;
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#endif
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moveHorizontal.repeatMode = DebugActionRepeatMode.Delay;
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moveHorizontal.repeatDelay = 0.16f;
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AddAction(DebugAction.MoveHorizontal, moveHorizontal);
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}
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internal void EnableInputActions()
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{
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#if USE_INPUT_SYSTEM
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foreach (var action in debugActionMap)
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action.Enable();
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#endif
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}
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void AddAction(DebugAction action, DebugActionDesc desc)
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{
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int index = (int)action;
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m_DebugActions[index] = desc;
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m_DebugActionStates[index] = new DebugActionState();
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}
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void SampleAction(int actionIndex)
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{
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var desc = m_DebugActions[actionIndex];
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var state = m_DebugActionStates[actionIndex];
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// Disable all input events if we're using the new input system
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#if USE_INPUT_SYSTEM
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if (state.runningAction == false)
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{
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if (desc.buttonAction != null)
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{
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var value = desc.buttonAction.ReadValue<float>();
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if (!Mathf.Approximately(value, 0))
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state.TriggerWithButton(desc.buttonAction, value);
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}
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}
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#elif ENABLE_LEGACY_INPUT_MANAGER
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//bool canSampleAction = (state.actionTriggered == false) || (desc.repeatMode == DebugActionRepeatMode.Delay && state.timer > desc.repeatDelay);
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if (state.runningAction == false)
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{
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// Check button triggers
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for (int buttonListIndex = 0; buttonListIndex < desc.buttonTriggerList.Count; ++buttonListIndex)
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{
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var buttons = desc.buttonTriggerList[buttonListIndex];
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bool allButtonPressed = true;
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try
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{
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foreach (var button in buttons)
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{
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allButtonPressed = Input.GetButton(button);
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if (!allButtonPressed)
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break;
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}
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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allButtonPressed = false;
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}
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if (allButtonPressed)
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{
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state.TriggerWithButton(buttons, 1f);
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break;
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}
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}
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// Check axis triggers
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if (desc.axisTrigger != "")
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{
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try
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{
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float axisValue = Input.GetAxis(desc.axisTrigger);
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if (axisValue != 0f)
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state.TriggerWithAxis(desc.axisTrigger, axisValue);
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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}
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}
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// Check key triggers
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for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex)
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{
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bool allKeyPressed = true;
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var keys = desc.keyTriggerList[keyListIndex];
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try
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{
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foreach (var key in keys)
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{
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allKeyPressed = Input.GetKey(key);
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if (!allKeyPressed)
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break;
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}
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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allKeyPressed = false;
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}
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if (allKeyPressed)
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{
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state.TriggerWithKey(keys, 1f);
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break;
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}
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}
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}
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#endif
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}
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void UpdateAction(int actionIndex)
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{
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var desc = m_DebugActions[actionIndex];
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var state = m_DebugActionStates[actionIndex];
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if (state.runningAction)
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state.Update(desc);
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}
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internal void UpdateActions()
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{
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for (int actionIndex = 0; actionIndex < m_DebugActions.Length; ++actionIndex)
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{
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UpdateAction(actionIndex);
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SampleAction(actionIndex);
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}
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}
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internal float GetAction(DebugAction action)
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{
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return m_DebugActionStates[(int)action].actionState;
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}
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internal bool GetActionToggleDebugMenuWithTouch()
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{
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#if USE_INPUT_SYSTEM
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if (!EnhancedTouchSupport.enabled)
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return false;
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var touches = InputSystem.EnhancedTouch.Touch.activeTouches;
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var touchCount = touches.Count;
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InputSystem.TouchPhase? expectedTouchPhase = null;
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#else
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var touchCount = Input.touchCount;
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TouchPhase? expectedTouchPhase = TouchPhase.Began;
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#endif
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if (touchCount == 3)
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{
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#if !USE_INPUT_SYSTEM
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var touches = Input.touches; // Causes an allocation, which is why this is inside the condition
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#endif
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foreach (var touch in touches)
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{
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// Gesture: 3-finger double-tap
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if ((!expectedTouchPhase.HasValue || touch.phase == expectedTouchPhase.Value) && touch.tapCount == 2)
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return true;
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}
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}
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return false;
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}
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internal bool GetActionReleaseScrollTarget()
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{
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#if USE_INPUT_SYSTEM
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bool mouseWheelActive = Mouse.current != null && Mouse.current.scroll.ReadValue() != Vector2.zero;
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bool touchSupported = Touchscreen.current != null;
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#else
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bool mouseWheelActive = Input.mouseScrollDelta != Vector2.zero;
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bool touchSupported = Input.touchSupported;
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#endif
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return mouseWheelActive || touchSupported; // Touchscreens have general problems with scrolling, so it's disabled.
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}
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void RegisterInputs()
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{
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#if UNITY_EDITOR && !USE_INPUT_SYSTEM
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var inputEntries = new List<InputManagerEntry>
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{
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new InputManagerEntry { name = kEnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" },
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new InputManagerEntry { name = kEnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" },
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new InputManagerEntry { name = kResetBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt", altBtnPositive = "joystick button 1" },
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new InputManagerEntry { name = kDebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" },
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new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" },
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new InputManagerEntry { name = kValidateBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return", altBtnPositive = "joystick button 0" },
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new InputManagerEntry { name = kPersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" },
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new InputManagerEntry { name = kMultiplierBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift", altBtnPositive = "joystick button 3" },
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new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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};
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InputRegistering.RegisterInputs(inputEntries);
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#endif
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#if USE_INPUT_SYSTEM
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// Register input system actions
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var enableAction = debugActionMap.AddAction(kEnableDebug, type: InputActionType.Button);
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enableAction.AddCompositeBinding("ButtonWithOneModifier")
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.With("Modifier", "<Gamepad>/rightStickPress")
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.With("Button", "<Gamepad>/leftStickPress")
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.With("Modifier", "<Keyboard>/leftCtrl")
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.With("Button", "<Keyboard>/backspace");
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var resetAction = debugActionMap.AddAction(kResetBtn, type: InputActionType.Button);
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resetAction.AddCompositeBinding("ButtonWithOneModifier")
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.With("Modifier", "<Gamepad>/rightStickPress")
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.With("Button", "<Gamepad>/b")
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.With("Modifier", "<Keyboard>/leftAlt")
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.With("Button", "<Keyboard>/backspace");
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var next = debugActionMap.AddAction(kDebugNextBtn, type: InputActionType.Button);
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next.AddBinding("<Keyboard>/pageDown");
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next.AddBinding("<Gamepad>/rightShoulder");
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var previous = debugActionMap.AddAction(kDebugPreviousBtn, type: InputActionType.Button);
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previous.AddBinding("<Keyboard>/pageUp");
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previous.AddBinding("<Gamepad>/leftShoulder");
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var validateAction = debugActionMap.AddAction(kValidateBtn, type: InputActionType.Button);
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validateAction.AddBinding("<Keyboard>/enter");
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validateAction.AddBinding("<Gamepad>/a");
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var persistentAction = debugActionMap.AddAction(kPersistentBtn, type: InputActionType.Button);
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persistentAction.AddBinding("<Keyboard>/rightShift");
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persistentAction.AddBinding("<Gamepad>/x");
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var multiplierAction = debugActionMap.AddAction(kMultiplierBtn, type: InputActionType.Value);
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multiplierAction.AddBinding("<Keyboard>/leftShift");
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multiplierAction.AddBinding("<Gamepad>/y");
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var moveVerticalAction = debugActionMap.AddAction(kDPadVertical);
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moveVerticalAction.AddCompositeBinding("1DAxis")
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.With("Positive", "<Gamepad>/dpad/up")
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.With("Negative", "<Gamepad>/dpad/down")
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.With("Positive", "<Keyboard>/upArrow")
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.With("Negative", "<Keyboard>/downArrow");
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var moveHorizontalAction = debugActionMap.AddAction(kDPadHorizontal);
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moveHorizontalAction.AddCompositeBinding("1DAxis")
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.With("Positive", "<Gamepad>/dpad/right")
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.With("Negative", "<Gamepad>/dpad/left")
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.With("Positive", "<Keyboard>/rightArrow")
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.With("Negative", "<Keyboard>/leftArrow");
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#endif
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}
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}
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class DebugActionDesc
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{
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#if USE_INPUT_SYSTEM
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public InputAction buttonAction = null;
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#else
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public string axisTrigger = "";
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public List<string[]> buttonTriggerList = new List<string[]>();
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public List<KeyCode[]> keyTriggerList = new List<KeyCode[]>();
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#endif
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public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never;
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public float repeatDelay;
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}
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class DebugActionState
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{
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enum DebugActionKeyType
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{
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Button,
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Axis,
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Key
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}
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DebugActionKeyType m_Type;
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#if USE_INPUT_SYSTEM
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InputAction inputAction;
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#else
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string[] m_PressedButtons;
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string m_PressedAxis = "";
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KeyCode[] m_PressedKeys;
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#endif
|
||
|
bool[] m_TriggerPressedUp;
|
||
|
float m_Timer;
|
||
|
|
||
|
internal bool runningAction { get; private set; }
|
||
|
internal float actionState { get; private set; }
|
||
|
|
||
|
void Trigger(int triggerCount, float state)
|
||
|
{
|
||
|
actionState = state;
|
||
|
runningAction = true;
|
||
|
m_Timer = 0f;
|
||
|
|
||
|
m_TriggerPressedUp = new bool[triggerCount];
|
||
|
for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
|
||
|
m_TriggerPressedUp[i] = false;
|
||
|
}
|
||
|
|
||
|
#if USE_INPUT_SYSTEM
|
||
|
public void TriggerWithButton(InputAction action, float state)
|
||
|
{
|
||
|
inputAction = action;
|
||
|
Trigger(action.bindings.Count, state);
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
public void TriggerWithButton(string[] buttons, float state)
|
||
|
{
|
||
|
m_Type = DebugActionKeyType.Button;
|
||
|
m_PressedButtons = buttons;
|
||
|
m_PressedAxis = "";
|
||
|
Trigger(buttons.Length, state);
|
||
|
}
|
||
|
|
||
|
public void TriggerWithAxis(string axis, float state)
|
||
|
{
|
||
|
m_Type = DebugActionKeyType.Axis;
|
||
|
m_PressedAxis = axis;
|
||
|
Trigger(1, state);
|
||
|
}
|
||
|
|
||
|
public void TriggerWithKey(KeyCode[] keys, float state)
|
||
|
{
|
||
|
m_Type = DebugActionKeyType.Key;
|
||
|
m_PressedKeys = keys;
|
||
|
m_PressedAxis = "";
|
||
|
Trigger(keys.Length, state);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
void Reset()
|
||
|
{
|
||
|
runningAction = false;
|
||
|
m_Timer = 0f;
|
||
|
m_TriggerPressedUp = null;
|
||
|
}
|
||
|
|
||
|
public void Update(DebugActionDesc desc)
|
||
|
{
|
||
|
// Always reset this so that the action can only be caught once until repeat/reset
|
||
|
actionState = 0f;
|
||
|
|
||
|
if (m_TriggerPressedUp != null)
|
||
|
{
|
||
|
m_Timer += Time.deltaTime;
|
||
|
|
||
|
for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
|
||
|
{
|
||
|
#if USE_INPUT_SYSTEM
|
||
|
if (inputAction != null)
|
||
|
m_TriggerPressedUp[i] |= Mathf.Approximately(inputAction.ReadValue<float>(), 0f);
|
||
|
#else
|
||
|
if (m_Type == DebugActionKeyType.Button)
|
||
|
m_TriggerPressedUp[i] |= Input.GetButtonUp(m_PressedButtons[i]);
|
||
|
else if (m_Type == DebugActionKeyType.Axis)
|
||
|
m_TriggerPressedUp[i] |= Mathf.Approximately(Input.GetAxis(m_PressedAxis), 0f);
|
||
|
else
|
||
|
m_TriggerPressedUp[i] |= Input.GetKeyUp(m_PressedKeys[i]);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
bool allTriggerUp = true;
|
||
|
foreach (bool value in m_TriggerPressedUp)
|
||
|
allTriggerUp &= value;
|
||
|
|
||
|
if (allTriggerUp || (m_Timer > desc.repeatDelay && desc.repeatMode == DebugActionRepeatMode.Delay))
|
||
|
Reset();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|