forked from BilalY/Rasagar
669 lines
25 KiB
C#
669 lines
25 KiB
C#
using System;
|
|
using UnityEngine.InputSystem.LowLevel;
|
|
|
|
namespace UnityEngine.InputSystem.XR
|
|
{
|
|
/// <summary>
|
|
/// The <see cref="TrackedPoseDriver"/> component applies the current pose value of a tracked device
|
|
/// to the <see cref="Transform"/> of the <see cref="GameObject"/>.
|
|
/// <see cref="TrackedPoseDriver"/> can track multiple types of devices including XR HMDs, controllers, and remotes.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For <see cref="positionInput"/> and <see cref="rotationInput"/>, if an action is directly defined
|
|
/// in the <see cref="InputActionProperty"/>, as opposed to a reference to an action externally defined
|
|
/// in an <see cref="InputActionAsset"/>, the action will automatically be enabled and disabled by this
|
|
/// behavior during <see cref="OnEnable"/> and <see cref="OnDisable"/>. The enabled state for actions
|
|
/// externally defined must be managed externally from this behavior.
|
|
/// </remarks>
|
|
[Serializable]
|
|
[AddComponentMenu("XR/Tracked Pose Driver (Input System)")]
|
|
public class TrackedPoseDriver : MonoBehaviour, ISerializationCallbackReceiver
|
|
{
|
|
/// <summary>
|
|
/// Options for which <see cref="Transform"/> properties to update.
|
|
/// </summary>
|
|
/// <seealso cref="trackingType"/>
|
|
public enum TrackingType
|
|
{
|
|
/// <summary>
|
|
/// Update both rotation and position.
|
|
/// </summary>
|
|
RotationAndPosition,
|
|
|
|
/// <summary>
|
|
/// Update rotation only.
|
|
/// </summary>
|
|
RotationOnly,
|
|
|
|
/// <summary>
|
|
/// Update position only.
|
|
/// </summary>
|
|
PositionOnly,
|
|
}
|
|
|
|
/// <summary>
|
|
/// These bit flags correspond with <c>UnityEngine.XR.InputTrackingState</c>
|
|
/// but that enum is not used to avoid adding a dependency to the XR module.
|
|
/// Only the Position and Rotation flags are used by this class, so velocity and acceleration flags are not duplicated here.
|
|
/// </summary>
|
|
[Flags]
|
|
enum TrackingStates
|
|
{
|
|
/// <summary>
|
|
/// Position and rotation are not valid.
|
|
/// </summary>
|
|
None,
|
|
|
|
/// <summary>
|
|
/// Position is valid.
|
|
/// See <c>InputTrackingState.Position</c>.
|
|
/// </summary>
|
|
Position = 1 << 0,
|
|
|
|
/// <summary>
|
|
/// Rotation is valid.
|
|
/// See <c>InputTrackingState.Rotation</c>.
|
|
/// </summary>
|
|
Rotation = 1 << 1,
|
|
}
|
|
|
|
[SerializeField, Tooltip("Which Transform properties to update.")]
|
|
TrackingType m_TrackingType;
|
|
/// <summary>
|
|
/// The tracking type being used by the Tracked Pose Driver
|
|
/// to control which <see cref="Transform"/> properties to update.
|
|
/// </summary>
|
|
/// <seealso cref="TrackingType"/>
|
|
public TrackingType trackingType
|
|
{
|
|
get => m_TrackingType;
|
|
set => m_TrackingType = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Options for which phases of the player loop will update <see cref="Transform"/> properties.
|
|
/// </summary>
|
|
/// <seealso cref="updateType"/>
|
|
/// <seealso cref="InputSystem.onAfterUpdate"/>
|
|
public enum UpdateType
|
|
{
|
|
/// <summary>
|
|
/// Update after the Input System has completed an update and right before rendering.
|
|
/// This is the recommended and default option to minimize lag for XR tracked devices.
|
|
/// </summary>
|
|
/// <seealso cref="InputUpdateType.BeforeRender"/>
|
|
UpdateAndBeforeRender,
|
|
|
|
/// <summary>
|
|
/// Update after the Input System has completed an update except right before rendering.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This may be dynamic update, fixed update, or a manual update depending on the Update Mode
|
|
/// project setting for Input System.
|
|
/// </remarks>
|
|
Update,
|
|
|
|
/// <summary>
|
|
/// Update after the Input System has completed an update right before rendering.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this update mode may not trigger if there are no XR devices added which use before render timing.
|
|
/// </remarks>
|
|
/// <seealso cref="InputUpdateType.BeforeRender"/>
|
|
/// <seealso cref="InputDevice.updateBeforeRender"/>
|
|
BeforeRender,
|
|
}
|
|
|
|
[SerializeField, Tooltip("Updates the Transform properties after these phases of Input System event processing.")]
|
|
UpdateType m_UpdateType = UpdateType.UpdateAndBeforeRender;
|
|
/// <summary>
|
|
/// The update type being used by the Tracked Pose Driver
|
|
/// to control which phases of the player loop will update <see cref="Transform"/> properties.
|
|
/// </summary>
|
|
/// <seealso cref="UpdateType"/>
|
|
public UpdateType updateType
|
|
{
|
|
get => m_UpdateType;
|
|
set => m_UpdateType = value;
|
|
}
|
|
|
|
[SerializeField, Tooltip("Ignore Tracking State and always treat the input pose as valid.")]
|
|
bool m_IgnoreTrackingState;
|
|
/// <summary>
|
|
/// Ignore tracking state and always treat the input pose as valid when updating the <see cref="Transform"/> properties.
|
|
/// The recommended value is <see langword="false"/> so the tracking state input is used.
|
|
/// </summary>
|
|
/// <seealso cref="trackingStateInput"/>
|
|
public bool ignoreTrackingState
|
|
{
|
|
get => m_IgnoreTrackingState;
|
|
set => m_IgnoreTrackingState = value;
|
|
}
|
|
|
|
[SerializeField, Tooltip("The input action to read the position value of a tracked device. Must be a Vector 3 control type.")]
|
|
InputActionProperty m_PositionInput;
|
|
/// <summary>
|
|
/// The input action to read the position value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Vector3"/>.
|
|
/// </summary>
|
|
/// <seealso cref="rotationInput"/>
|
|
public InputActionProperty positionInput
|
|
{
|
|
get => m_PositionInput;
|
|
set
|
|
{
|
|
if (Application.isPlaying)
|
|
UnbindPosition();
|
|
|
|
m_PositionInput = value;
|
|
|
|
if (Application.isPlaying && isActiveAndEnabled)
|
|
BindPosition();
|
|
}
|
|
}
|
|
|
|
[SerializeField, Tooltip("The input action to read the rotation value of a tracked device. Must be a Quaternion control type.")]
|
|
InputActionProperty m_RotationInput;
|
|
/// <summary>
|
|
/// The input action to read the rotation value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Quaternion"/>.
|
|
/// </summary>
|
|
/// <seealso cref="positionInput"/>
|
|
public InputActionProperty rotationInput
|
|
{
|
|
get => m_RotationInput;
|
|
set
|
|
{
|
|
if (Application.isPlaying)
|
|
UnbindRotation();
|
|
|
|
m_RotationInput = value;
|
|
|
|
if (Application.isPlaying && isActiveAndEnabled)
|
|
BindRotation();
|
|
}
|
|
}
|
|
|
|
[SerializeField, Tooltip("The input action to read the tracking state value of a tracked device. Identifies if position and rotation have valid data. Must be an Integer control type.")]
|
|
InputActionProperty m_TrackingStateInput;
|
|
/// <summary>
|
|
/// The input action to read the tracking state value of a tracked device.
|
|
/// Identifies if position and rotation have valid data.
|
|
/// Must support reading a value of type <see cref="int"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// See [InputTrackingState](xref:UnityEngine.XR.InputTrackingState) enum for values the input action represents.
|
|
/// <list type="bullet">
|
|
/// <item>
|
|
/// <term>[InputTrackingState.None](xref:UnityEngine.XR.InputTrackingState.None) (0)</term>
|
|
/// <description>to indicate neither position nor rotation is valid.</description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term>[InputTrackingState.Position](xref:UnityEngine.XR.InputTrackingState.Position) (1)</term>
|
|
/// <description>to indicate position is valid.</description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term>[InputTrackingState.Rotation](xref:UnityEngine.XR.InputTrackingState.Rotation) (2)</term>
|
|
/// <description>to indicate rotation is valid.</description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term>[InputTrackingState.Position](xref:UnityEngine.XR.InputTrackingState.Position) <c>|</c> [InputTrackingState.Rotation](xref:UnityEngine.XR.InputTrackingState.Rotation) (3)</term>
|
|
/// <description>to indicate position and rotation is valid.</description>
|
|
/// </item>
|
|
/// </list>
|
|
/// </remarks>
|
|
/// <seealso cref="ignoreTrackingState"/>
|
|
public InputActionProperty trackingStateInput
|
|
{
|
|
get => m_TrackingStateInput;
|
|
set
|
|
{
|
|
if (Application.isPlaying)
|
|
UnbindTrackingState();
|
|
|
|
m_TrackingStateInput = value;
|
|
|
|
if (Application.isPlaying && isActiveAndEnabled)
|
|
BindTrackingState();
|
|
}
|
|
}
|
|
|
|
Vector3 m_CurrentPosition = Vector3.zero;
|
|
Quaternion m_CurrentRotation = Quaternion.identity;
|
|
TrackingStates m_CurrentTrackingState = TrackingStates.Position | TrackingStates.Rotation;
|
|
bool m_RotationBound;
|
|
bool m_PositionBound;
|
|
bool m_TrackingStateBound;
|
|
bool m_IsFirstUpdate = true;
|
|
|
|
void BindActions()
|
|
{
|
|
BindPosition();
|
|
BindRotation();
|
|
BindTrackingState();
|
|
}
|
|
|
|
void UnbindActions()
|
|
{
|
|
UnbindPosition();
|
|
UnbindRotation();
|
|
UnbindTrackingState();
|
|
}
|
|
|
|
void BindPosition()
|
|
{
|
|
if (m_PositionBound)
|
|
return;
|
|
|
|
var action = m_PositionInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
action.performed += OnPositionPerformed;
|
|
action.canceled += OnPositionCanceled;
|
|
m_PositionBound = true;
|
|
|
|
if (m_PositionInput.reference == null)
|
|
{
|
|
action.Rename($"{gameObject.name} - TPD - Position");
|
|
action.Enable();
|
|
}
|
|
}
|
|
|
|
void BindRotation()
|
|
{
|
|
if (m_RotationBound)
|
|
return;
|
|
|
|
var action = m_RotationInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
action.performed += OnRotationPerformed;
|
|
action.canceled += OnRotationCanceled;
|
|
m_RotationBound = true;
|
|
|
|
if (m_RotationInput.reference == null)
|
|
{
|
|
action.Rename($"{gameObject.name} - TPD - Rotation");
|
|
action.Enable();
|
|
}
|
|
}
|
|
|
|
void BindTrackingState()
|
|
{
|
|
if (m_TrackingStateBound)
|
|
return;
|
|
|
|
var action = m_TrackingStateInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
action.performed += OnTrackingStatePerformed;
|
|
action.canceled += OnTrackingStateCanceled;
|
|
m_TrackingStateBound = true;
|
|
|
|
if (m_TrackingStateInput.reference == null)
|
|
{
|
|
action.Rename($"{gameObject.name} - TPD - Tracking State");
|
|
action.Enable();
|
|
}
|
|
}
|
|
|
|
void UnbindPosition()
|
|
{
|
|
if (!m_PositionBound)
|
|
return;
|
|
|
|
var action = m_PositionInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
if (m_PositionInput.reference == null)
|
|
action.Disable();
|
|
|
|
action.performed -= OnPositionPerformed;
|
|
action.canceled -= OnPositionCanceled;
|
|
m_PositionBound = false;
|
|
}
|
|
|
|
void UnbindRotation()
|
|
{
|
|
if (!m_RotationBound)
|
|
return;
|
|
|
|
var action = m_RotationInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
if (m_RotationInput.reference == null)
|
|
action.Disable();
|
|
|
|
action.performed -= OnRotationPerformed;
|
|
action.canceled -= OnRotationCanceled;
|
|
m_RotationBound = false;
|
|
}
|
|
|
|
void UnbindTrackingState()
|
|
{
|
|
if (!m_TrackingStateBound)
|
|
return;
|
|
|
|
var action = m_TrackingStateInput.action;
|
|
if (action == null)
|
|
return;
|
|
|
|
if (m_TrackingStateInput.reference == null)
|
|
action.Disable();
|
|
|
|
action.performed -= OnTrackingStatePerformed;
|
|
action.canceled -= OnTrackingStateCanceled;
|
|
m_TrackingStateBound = false;
|
|
}
|
|
|
|
void OnPositionPerformed(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentPosition = context.ReadValue<Vector3>();
|
|
}
|
|
|
|
void OnPositionCanceled(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentPosition = Vector3.zero;
|
|
}
|
|
|
|
void OnRotationPerformed(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentRotation = context.ReadValue<Quaternion>();
|
|
}
|
|
|
|
void OnRotationCanceled(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentRotation = Quaternion.identity;
|
|
}
|
|
|
|
void OnTrackingStatePerformed(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentTrackingState = (TrackingStates)context.ReadValue<int>();
|
|
}
|
|
|
|
void OnTrackingStateCanceled(InputAction.CallbackContext context)
|
|
{
|
|
m_CurrentTrackingState = TrackingStates.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the user hits the Reset button in the Inspector's context menu
|
|
/// or when adding the component the first time. This function is only called in editor mode.
|
|
/// </summary>
|
|
protected void Reset()
|
|
{
|
|
m_PositionInput = new InputActionProperty(new InputAction("Position", expectedControlType: "Vector3"));
|
|
m_RotationInput = new InputActionProperty(new InputAction("Rotation", expectedControlType: "Quaternion"));
|
|
m_TrackingStateInput = new InputActionProperty(new InputAction("Tracking State", expectedControlType: "Integer"));
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the script instance is being loaded.
|
|
/// </summary>
|
|
protected virtual void Awake()
|
|
{
|
|
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
|
|
if (HasStereoCamera(out var cameraComponent))
|
|
{
|
|
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(cameraComponent, true);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the object becomes enabled and active.
|
|
/// </summary>
|
|
protected void OnEnable()
|
|
{
|
|
InputSystem.onAfterUpdate += UpdateCallback;
|
|
BindActions();
|
|
|
|
// Read current input values when becoming enabled,
|
|
// but wait until after the input update so the input is read at a consistent time
|
|
m_IsFirstUpdate = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the object becomes disabled or inactive.
|
|
/// </summary>
|
|
protected void OnDisable()
|
|
{
|
|
UnbindActions();
|
|
InputSystem.onAfterUpdate -= UpdateCallback;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the <see cref="MonoBehaviour"/> will be destroyed.
|
|
/// </summary>
|
|
protected virtual void OnDestroy()
|
|
{
|
|
#if UNITY_INPUT_SYSTEM_ENABLE_VR && ENABLE_VR
|
|
if (HasStereoCamera(out var cameraComponent))
|
|
{
|
|
UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(cameraComponent, false);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// The callback method called after the Input System has completed an update and processed all pending events.
|
|
/// </summary>
|
|
/// <seealso cref="InputSystem.onAfterUpdate"/>
|
|
protected void UpdateCallback()
|
|
{
|
|
if (m_IsFirstUpdate)
|
|
{
|
|
// Update current input values if this is the first update since becoming enabled
|
|
// since the performed callbacks may not have been executed
|
|
if (m_PositionInput.action != null)
|
|
m_CurrentPosition = m_PositionInput.action.ReadValue<Vector3>();
|
|
|
|
if (m_RotationInput.action != null)
|
|
m_CurrentRotation = m_RotationInput.action.ReadValue<Quaternion>();
|
|
|
|
ReadTrackingState();
|
|
|
|
m_IsFirstUpdate = false;
|
|
}
|
|
|
|
if (InputState.currentUpdateType == InputUpdateType.BeforeRender)
|
|
OnBeforeRender();
|
|
else
|
|
OnUpdate();
|
|
}
|
|
|
|
void ReadTrackingState()
|
|
{
|
|
var trackingStateAction = m_TrackingStateInput.action;
|
|
if (trackingStateAction != null && !trackingStateAction.enabled)
|
|
{
|
|
// Treat a disabled action as the default None value for the ReadValue call
|
|
m_CurrentTrackingState = TrackingStates.None;
|
|
return;
|
|
}
|
|
|
|
if (trackingStateAction == null || trackingStateAction.m_BindingsCount == 0)
|
|
{
|
|
// Treat an Input Action Reference with no reference the same as
|
|
// an enabled Input Action with no authored bindings, and allow driving the Transform pose.
|
|
m_CurrentTrackingState = TrackingStates.Position | TrackingStates.Rotation;
|
|
return;
|
|
}
|
|
|
|
// Grab state.
|
|
var actionMap = trackingStateAction.GetOrCreateActionMap();
|
|
actionMap.ResolveBindingsIfNecessary();
|
|
var state = actionMap.m_State;
|
|
|
|
// Get list of resolved controls to determine if a device actually has tracking state.
|
|
var hasResolvedControl = false;
|
|
if (state != null)
|
|
{
|
|
var actionIndex = trackingStateAction.m_ActionIndexInState;
|
|
var totalBindingCount = state.totalBindingCount;
|
|
for (var i = 0; i < totalBindingCount; ++i)
|
|
{
|
|
unsafe
|
|
{
|
|
ref var bindingState = ref state.bindingStates[i];
|
|
if (bindingState.actionIndex != actionIndex)
|
|
continue;
|
|
if (bindingState.isComposite)
|
|
continue;
|
|
|
|
if (bindingState.controlCount > 0)
|
|
{
|
|
hasResolvedControl = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Retain the current value if there is no resolved binding.
|
|
// Since the field initializes to allowing position and rotation,
|
|
// this allows for driving the Transform pose always when the device
|
|
// doesn't support reporting the tracking state.
|
|
if (hasResolvedControl)
|
|
m_CurrentTrackingState = (TrackingStates)trackingStateAction.ReadValue<int>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method is called after the Input System has completed an update and processed all pending events
|
|
/// when the type of update is not <see cref="InputUpdateType.BeforeRender"/>.
|
|
/// </summary>
|
|
protected virtual void OnUpdate()
|
|
{
|
|
if (m_UpdateType == UpdateType.Update ||
|
|
m_UpdateType == UpdateType.UpdateAndBeforeRender)
|
|
{
|
|
PerformUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method is called after the Input System has completed an update and processed all pending events
|
|
/// when the type of update is <see cref="InputUpdateType.BeforeRender"/>.
|
|
/// </summary>
|
|
protected virtual void OnBeforeRender()
|
|
{
|
|
if (m_UpdateType == UpdateType.BeforeRender ||
|
|
m_UpdateType == UpdateType.UpdateAndBeforeRender)
|
|
{
|
|
PerformUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates <see cref="Transform"/> properties with the current input pose values that have been read,
|
|
/// constrained by tracking type and tracking state.
|
|
/// </summary>
|
|
/// <seealso cref="SetLocalTransform"/>
|
|
protected virtual void PerformUpdate()
|
|
{
|
|
SetLocalTransform(m_CurrentPosition, m_CurrentRotation);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates <see cref="Transform"/> properties, constrained by tracking type and tracking state.
|
|
/// </summary>
|
|
/// <param name="newPosition">The new local position to possibly set.</param>
|
|
/// <param name="newRotation">The new local rotation to possibly set.</param>
|
|
protected virtual void SetLocalTransform(Vector3 newPosition, Quaternion newRotation)
|
|
{
|
|
var positionValid = m_IgnoreTrackingState || (m_CurrentTrackingState & TrackingStates.Position) != 0;
|
|
var rotationValid = m_IgnoreTrackingState || (m_CurrentTrackingState & TrackingStates.Rotation) != 0;
|
|
|
|
#if HAS_SET_LOCAL_POSITION_AND_ROTATION
|
|
if (m_TrackingType == TrackingType.RotationAndPosition && rotationValid && positionValid)
|
|
{
|
|
transform.SetLocalPositionAndRotation(newPosition, newRotation);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (rotationValid &&
|
|
(m_TrackingType == TrackingType.RotationAndPosition ||
|
|
m_TrackingType == TrackingType.RotationOnly))
|
|
{
|
|
transform.localRotation = newRotation;
|
|
}
|
|
|
|
if (positionValid &&
|
|
(m_TrackingType == TrackingType.RotationAndPosition ||
|
|
m_TrackingType == TrackingType.PositionOnly))
|
|
{
|
|
transform.localPosition = newPosition;
|
|
}
|
|
}
|
|
|
|
bool HasStereoCamera(out Camera cameraComponent)
|
|
{
|
|
return TryGetComponent(out cameraComponent) && cameraComponent.stereoEnabled;
|
|
}
|
|
|
|
#region DEPRECATED
|
|
|
|
// Disable warnings that these fields are never assigned to. They are set during Unity deserialization and migrated.
|
|
// ReSharper disable UnassignedField.Local
|
|
#pragma warning disable 0649
|
|
[Obsolete]
|
|
[SerializeField, HideInInspector]
|
|
InputAction m_PositionAction;
|
|
/// <summary>
|
|
/// (Deprecated) The action to read the position value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Vector3"/>.
|
|
/// </summary>
|
|
/// <seealso cref="positionInput"/>
|
|
public InputAction positionAction
|
|
{
|
|
get => m_PositionInput.action;
|
|
set => positionInput = new InputActionProperty(value);
|
|
}
|
|
|
|
[Obsolete]
|
|
[SerializeField, HideInInspector]
|
|
InputAction m_RotationAction;
|
|
/// <summary>
|
|
/// (Deprecated) The action to read the rotation value of a tracked device.
|
|
/// Must support reading a value of type <see cref="Quaternion"/>.
|
|
/// </summary>
|
|
/// <seealso cref="rotationInput"/>
|
|
public InputAction rotationAction
|
|
{
|
|
get => m_RotationInput.action;
|
|
set => rotationInput = new InputActionProperty(value);
|
|
}
|
|
#pragma warning restore 0649
|
|
// ReSharper restore UnassignedField.Local
|
|
|
|
/// <inheritdoc />
|
|
void ISerializationCallbackReceiver.OnBeforeSerialize()
|
|
{
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
void ISerializationCallbackReceiver.OnAfterDeserialize()
|
|
{
|
|
#pragma warning disable 0612 // Type or member is obsolete -- Deprecated fields are migrated to new properties.
|
|
#pragma warning disable UNT0029 // Pattern matching with null on Unity objects -- Using true null is intentional, not operator== evaluation.
|
|
// We're checking for true null here since we don't want to migrate if the new field is already being used, even if the reference is missing.
|
|
// Migrate the old fields to the new properties added in Input System 1.1.0-pre.6.
|
|
if (m_PositionInput.serializedReference is null && m_PositionInput.serializedAction is null && !(m_PositionAction is null))
|
|
m_PositionInput = new InputActionProperty(m_PositionAction);
|
|
|
|
if (m_RotationInput.serializedReference is null && m_RotationInput.serializedAction is null && !(m_RotationAction is null))
|
|
m_RotationInput = new InputActionProperty(m_RotationAction);
|
|
#pragma warning restore UNT0029
|
|
#pragma warning restore 0612
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|