forked from BilalY/Rasagar
114 lines
4.2 KiB
C#
114 lines
4.2 KiB
C#
using System;
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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.Processors
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{
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/// <summary>
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/// Clamps values to the range given by <see cref="min"/> and <see cref="max"/> and re-normalizes the resulting
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/// value to [0..1].
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/// </summary>
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/// <remarks>
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/// This processor is registered (see <see cref="InputSystem.RegisterProcessor{T}"/>) under the name "AxisDeadzone".
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///
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/// It acts like a combination of <see cref="ClampProcessor"/> and <see cref="NormalizeProcessor"/>.
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///
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/// <example>
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/// <code>
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/// </code>
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/// // Bind to right trigger on gamepad such that the value is clamped and normalized between
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/// // 0.3 and 0.7.
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/// new InputAction(binding: "<Gamepad>/rightTrigger", processors: "axisDeadzone(min=0.3,max=0.7)");
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/// </example>
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/// </remarks>
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/// <seealso cref="StickDeadzoneProcessor"/>
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public class AxisDeadzoneProcessor : InputProcessor<float>
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{
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/// <summary>
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/// Lower bound (inclusive) below which input values get clamped. Corresponds to 0 in the normalized range.
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/// </summary>
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/// <remarks>
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/// If this is equal to 0 (the default), <see cref="InputSettings.defaultDeadzoneMin"/> is used instead.
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/// </remarks>
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public float min;
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/// <summary>
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/// Upper bound (inclusive) beyond which input values get clamped. Corresponds to 1 in the normalized range.
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/// </summary>
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/// <remarks>
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/// If this is equal to 0 (the default), <see cref="InputSettings.defaultDeadzoneMax"/> is used instead.
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/// </remarks>
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public float max;
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private float minOrDefault => min == default ? InputSystem.settings.defaultDeadzoneMin : min;
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private float maxOrDefault => max == default ? InputSystem.settings.defaultDeadzoneMax : max;
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/// <summary>
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/// Normalize <paramref name="value"/> according to <see cref="min"/> and <see cref="max"/>.
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/// </summary>
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/// <param name="value">Input value.</param>
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/// <param name="control">Ignored.</param>
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/// <returns>Normalized value.</returns>
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public override float Process(float value, InputControl control = null)
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{
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var min = minOrDefault;
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var max = maxOrDefault;
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var absValue = Mathf.Abs(value);
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if (absValue < min)
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return 0;
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if (absValue > max)
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return Mathf.Sign(value);
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return Mathf.Sign(value) * ((absValue - min) / (max - min));
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}
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/// <inheritdoc/>
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public override string ToString()
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{
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return $"AxisDeadzone(min={minOrDefault},max={maxOrDefault})";
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}
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}
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#if UNITY_EDITOR
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internal class AxisDeadzoneProcessorEditor : InputParameterEditor<AxisDeadzoneProcessor>
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{
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protected override void OnEnable()
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{
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m_MinSetting.Initialize("Min",
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"Value below which input values will be clamped. After clamping, values will be renormalized to [0..1] between min and max.",
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"Default Deadzone Min",
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() => target.min, v => target.min = v,
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() => InputSystem.settings.defaultDeadzoneMin);
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m_MaxSetting.Initialize("Max",
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"Value above which input values will be clamped. After clamping, values will be renormalized to [0..1] between min and max.",
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"Default Deadzone Max",
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() => target.max, v => target.max = v,
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() => InputSystem.settings.defaultDeadzoneMax);
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}
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public override void OnGUI()
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{
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m_MinSetting.OnGUI();
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m_MaxSetting.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_MinSetting.OnDrawVisualElements(root, onChangedCallback);
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m_MaxSetting.OnDrawVisualElements(root, onChangedCallback);
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}
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#endif
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private CustomOrDefaultSetting m_MinSetting;
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private CustomOrDefaultSetting m_MaxSetting;
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}
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#endif
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}
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