Rasagar/Library/PackageCache/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/PlayerInput.cs
2024-08-26 23:07:20 +03:00

2032 lines
89 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.Utilities;
#if UNITY_EDITOR
using UnityEngine.InputSystem.Editor;
#endif
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
using UnityEngine.InputSystem.UI;
#endif
////TODO: add support for keeping a player's InputUser alive and reconnecting back to it
////TODO: when joining is *off*, allow auto-switching even in multiplayer
////TODO: differentiate not only by already paired devices but rather take control schemes into account; allow two players to be on the same
//// device as long as they are using different control schemes
////TODO: allow PlayerInput to be set up in a way where it's in an unpaired/non-functional state and expects additional configuration
////REVIEW: callback behaviors have been very confusing for users; simplify&clarify this
////REVIEW: having everything coupled to component enable/disable is quite restrictive; can we allow PlayerInputs
//// to be disabled without them leaving the game? would help when wanting to keep players around in the background
//// and only temporarily disable them
////TODO: add support for "continuous" callbacks
////TODO: add event for control scheme switches
////TODO: add ability to name players
////TODO: refresh caches when asset is modified at runtime
////TODO: handle required actions ahead of time so that we catch it if a device matches by type but doesn't otherwise
////TODO: handle case of control scheme not having any devices in its requirements
////TODO: add method to pass an object implementing a generated action interface (IXXXActions) and have it hooked up automatically
//// (or maybe look for implementation on components in same object?)
////TODO: warn if control schemes have no device requirements
////FIXME: why can't I join with a mouse left click?
namespace UnityEngine.InputSystem
{
/// <summary>
/// Represents a separate player in the game complete with a set of actions exclusive
/// to the player and a set of paired device.
/// </summary>
/// <remarks>
/// PlayerInput is a high-level wrapper around much of the input system's functionality
/// which is meant to help getting set up with the new input system quickly. It takes
/// care of <see cref="InputAction"/> bookkeeping and has a custom UI(requires the "Unity UI" package) to help
/// setting up input.
///
/// The component supports local multiplayer implicitly. Each PlayerInput instance
/// represents a distinct user with its own set of devices and actions. To orchestrate
/// player management and facilitate mechanics such as joining by device activity, use
/// <see cref="UnityEngine.InputSystem.PlayerInputManager"/>.
///
/// The way PlayerInput notifies script code of events is determined by <see cref="notificationBehavior"/>.
/// By default, this is set to <see cref="UnityEngine.InputSystem.PlayerNotifications.SendMessages"/> which will use
/// <see cref="GameObject.SendMessage(string,object)"/> to send messages to the <see cref="GameObject"/>
/// that PlayerInput sits on.
///
/// <example>
/// <code>
/// // Component to sit next to PlayerInput.
/// [RequireComponent(typeof(PlayerInput))]
/// public class MyPlayerLogic : MonoBehaviour
/// {
/// public GameObject projectilePrefab;
///
/// private Vector2 m_Look;
/// private Vector2 m_Move;
/// private bool m_Fire;
///
/// // 'Fire' input action has been triggered. For 'Fire' we want continuous
/// // action (that is, firing) while the fire button is held such that the action
/// // gets triggered repeatedly while the button is down. We can easily set this
/// // up by having a "Press" interaction on the button and setting it to repeat
/// // at fixed intervals.
/// public void OnFire()
/// {
/// Instantiate(projectilePrefab);
/// }
///
/// // 'Move' input action has been triggered.
/// public void OnMove(InputValue value)
/// {
/// m_Move = value.Get&lt;Vector2&gt;();
/// }
///
/// // 'Look' input action has been triggered.
/// public void OnLook(InputValue value)
/// {
/// m_Look = value.Get&lt;Vector2&gt;();
/// }
///
/// public void OnUpdate()
/// {
/// // Update transform from m_Move and m_Look
/// }
/// }
/// </code>
/// </example>
///
/// It is also possible to use the polling API of <see cref="InputAction"/>s (see
/// <see cref="InputAction.triggered"/> and <see cref="InputAction.ReadValue{TValue}"/>)
/// in combination with PlayerInput.
///
/// <example>
/// <code>
/// // Component to sit next to PlayerInput.
/// [RequireComponent(typeof(PlayerInput))]
/// public class MyPlayerLogic : MonoBehaviour
/// {
/// public GameObject projectilePrefab;
///
/// private PlayerInput m_PlayerInput;
/// private InputAction m_LookAction;
/// private InputAction m_MoveAction;
/// private InputAction m_FireAction;
///
/// public void OnUpdate()
/// {
/// // First update we look up all the data we need.
/// // NOTE: We don't do this in OnEnable as PlayerInput itself performing some
/// // initialization work in OnEnable.
/// if (m_PlayerInput == null)
/// {
/// m_PlayerInput = GetComponent&lt;PlayerInput&gt;();
/// m_FireAction = m_PlayerInput.actions["fire"];
/// m_LookAction = m_PlayerInput.actions["look"];
/// m_MoveAction = m_PlayerInput.actions["move"];
/// }
///
/// if (m_FireAction.triggered)
/// /* firing logic... */;
///
/// var move = m_MoveAction.ReadValue&lt;Vector2&gt;();
/// var look = m_LookAction.ReadValue&lt;Vector2&gt;();
/// /* Update transform from move&amp;look... */
/// }
/// }
/// </code>
/// </example>
///
/// When enabled, PlayerInput will create an <see cref="InputUser"/> and pair devices to the
/// user which are then specific to the player. The set of devices can be controlled explicitly
/// when instantiating a PlayerInput through <see cref="Instantiate(GameObject,int,string,int,InputDevice[])"/>
/// or <see cref="Instantiate(GameObject,int,string,int,InputDevice)"/>. This also makes it possible
/// to assign the same device to two different players, e.g. for split-keyboard play.
///
/// <example>
/// <code>
/// var p1 = PlayerInput.Instantiate(playerPrefab,
/// controlScheme: "KeyboardLeft", device: Keyboard.current);
/// var p2 = PlayerInput.Instantiate(playerPrefab,
/// controlScheme: "KeyboardRight", device: Keyboard.current);
/// </code>
/// </example>
///
/// If no specific devices are given to a PlayerInput, the component will look for compatible
/// devices present in the system and pair them to itself automatically. If the PlayerInput's
/// <see cref="actions"/> have control schemes defined for them, PlayerInput will look for a
/// control scheme for which all required devices are available and not paired to any other player.
/// It will try <see cref="defaultControlScheme"/> first (if set), but then fall back to trying
/// all available schemes in order. Once a scheme is found for which all required devices are
/// available, PlayerInput will pair those devices to itself and select the given scheme.
///
/// If no control schemes are defined, PlayerInput will try to bind as many as-of-yet unpaired
/// devices to itself as it can match to bindings present in the <see cref="actions"/>. This means
/// that if, for example, there's binding for both keyboard and gamepad and there is one keyboard
/// and two gamepads available when PlayerInput is enabled, all three devices will be paired to
/// the player.
///
/// Note that when using <see cref="PlayerInputManager"/>, device pairing to players is controlled
/// from the joining logic. In that case, PlayerInput will automatically pair the device from which
/// the player joined. If control schemes are present in <see cref="actions"/>, the first one compatible
/// with that device is chosen. If additional devices are required, these will be paired from the pool
/// of currently unpaired devices.
///
/// Device pairings can be changed at any time by either manually controlling pairing through
/// <see cref="InputUser.PerformPairingWithDevice"/> (and related methods) using a PlayerInput's
/// assigned <see cref="user"/> or by switching control schemes (e.g. using
/// <see cref="SwitchCurrentControlScheme(string,InputDevice[])"/>), if any are present in the PlayerInput's
/// <see cref="actions"/>.
///
/// When a player loses a device paired to it (e.g. when it is unplugged or loses power), <see cref="InputUser"/>
/// will signal <see cref="InputUserChange.DeviceLost"/> which is also surfaced as a message,
/// <see cref="deviceLostEvent"/>, or <see cref="onDeviceLost"/> (depending on <see cref="notificationBehavior"/>).
/// When a device is reconnected, <see cref="InputUser"/> will signal <see cref="InputUserChange.DeviceRegained"/>
/// which also is surfaced as a message, as <see cref="deviceRegainedEvent"/>, or <see cref="onDeviceRegained"/>
/// (depending on <see cref="notificationBehavior"/>).
///
/// When there is only a single active PlayerInput in the game, joining is not enabled (see
/// <see cref="PlayerInputManager.joiningEnabled"/>), and <see cref="neverAutoSwitchControlSchemes"/> is not
/// set to <c>true</c>, device pairings for the player will also update automatically based on device usage.
///
/// If control schemes are present in <see cref="actions"/>, then if a device is used (not merely plugged in
/// but rather receives input on a non-noisy, non-synthetic control) which is compatible with a control scheme
/// other than the currently used one, PlayerInput will attempt to switch to that control scheme. Success depends
/// on whether all device requirements for that scheme are met from the set of available devices. If a control
/// scheme happens, <see cref="InputUser"/> signals <see cref="InputUserChange.ControlSchemeChanged"/> on
/// <see cref="InputUser.onChange"/>.
///
/// If no control schemes are present in <see cref="actions"/>, PlayerInput will automatically pair any newly
/// available device to itself if the given device has any bindings available for it.
///
/// Both behaviors described in the previous two paragraphs are automatically disabled if more than one
/// PlayerInput is active.
/// </remarks>
/// <seealso cref="UnityEngine.InputSystem.PlayerInputManager"/>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1724:TypeNamesShouldNotMatchNamespaces")]
[AddComponentMenu("Input/Player Input")]
[DisallowMultipleComponent]
[HelpURL(InputSystem.kDocUrl + "/manual/PlayerInput.html")]
public class PlayerInput : MonoBehaviour
{
/// <summary>
/// Name of the message that is sent with <c>UnityEngine.Object.SendMessage</c> when a
/// player loses a device.
/// </summary>
/// <seealso cref="onDeviceLost"/>
public const string DeviceLostMessage = "OnDeviceLost";
/// <summary>
/// Name of the message that is sent with <c>UnityEngine.Object.SendMessage</c> when a
/// player regains a device.
/// </summary>
/// <seealso cref="onDeviceRegained"/>
public const string DeviceRegainedMessage = "OnDeviceRegained";
/// <summary>
/// Name of the message that is sent with <c>UnityEngine.Object.SendMessage</c> when the
/// controls used by a player are changed.
/// </summary>
/// <seealso cref="onControlsChanged"/>
public const string ControlsChangedMessage = "OnControlsChanged";
/// <summary>
/// Whether input is on the player is active.
/// </summary>
/// <value>If true, the player is receiving input.</value>
/// <seealso cref="ActivateInput"/>
/// <seealso cref="DeactivateInput"/>
public bool inputIsActive => m_InputActive;
[Obsolete("Use inputIsActive instead.")]
public bool active => inputIsActive;
/// <summary>
/// Unique, zero-based index of the player. For example, <c>2</c> for the third player.
/// </summary>
/// <value>Unique index of the player.</value>
/// <remarks>
/// Once assigned, a player index will not change.
///
/// Note that the player index does not necessarily correspond to the player's index in <see cref="all"/>.
/// The array will always contain all currently enabled players so when a player is disabled or destroyed,
/// it will be removed from the array. However, the player index of the remaining players will not change.
/// </remarks>
public int playerIndex => m_PlayerIndex;
/// <summary>
/// If split-screen is enabled (<see cref="UnityEngine.InputSystem.PlayerInputManager.splitScreen"/>),
/// this is the index of the screen area used by the player.
/// </summary>
/// <value>Index of split-screen area assigned to player or -1 if the player is not
/// using split-screen.</value>
/// <remarks>
/// Split screen areas are enumerated row by row and within rows, column by column. So, if, for example,
/// there are four separate split-screen areas, the upper left one is #0, the upper right one is #1,
/// the lower left one is #2, and the lower right one is #3.
///
/// Split screen areas are usually assigned automatically but players can also be assigned to
/// areas explicitly through <see cref="Instantiate(GameObject,int,string,int,InputDevice)"/> or
/// <see cref="PlayerInputManager.JoinPlayer(int,int,string,InputDevice)"/>.
/// </remarks>
/// <seealso cref="camera"/>
/// <seealso cref="PlayerInputManager.splitScreen"/>
public int splitScreenIndex => m_SplitScreenIndex;
/// <summary>
/// Input actions associated with the player.
/// </summary>
/// <value>Asset holding the player's input actions.</value>
/// <remarks>
/// Note that every player will maintain a unique copy of the given actions such that
/// each player receives an identical copy. When assigning the same actions to multiple players,
/// the first player will use the given actions as is but any subsequent player will make a copy
/// of the actions using <see cref="Object.Instantiate(Object)"/>.
///
/// The asset may contain an arbitrary number of action maps. By setting <see cref="defaultActionMap"/>,
/// one of them can be selected to enabled automatically when PlayerInput is enabled. If no default
/// action map is selected, none of the action maps will be enabled by PlayerInput itself. Use
/// <see cref="SwitchCurrentActionMap"/> or just call <see cref="InputActionMap.Enable"/> directly
/// to enable a specific map.
///
/// Notifications will be sent for all actions in the asset, not just for those in the first action
/// map. This means that if additional maps are manually enabled and disabled, notifications will
/// be sent for their actions as they receive input.
/// </remarks>
/// <seealso cref="InputUser.actions"/>
/// <seealso cref="SwitchCurrentActionMap"/>
public InputActionAsset actions
{
get
{
if (!m_ActionsInitialized && gameObject.activeInHierarchy)
InitializeActions();
return m_Actions;
}
set
{
if (m_Actions == value)
return;
// Make sure that if we already have actions, they get disabled.
if (m_Actions != null)
{
m_Actions.Disable();
if (m_ActionsInitialized)
UninitializeActions();
}
m_Actions = value;
if (m_Enabled)
{
ClearCaches();
AssignUserAndDevices();
InitializeActions();
if (m_InputActive)
ActivateInput();
}
}
}
/// <summary>
/// Name of the currently active control scheme.
/// </summary>
/// <value>Name of the currently active control scheme or <c>null</c>.</value>
/// <remarks>
/// Note that this property will be <c>null</c> if there are no control schemes
/// defined in <see cref="actions"/>.
/// </remarks>
/// <seealso cref="SwitchCurrentControlScheme(UnityEngine.InputSystem.InputDevice[])"/>
/// <seealso cref="defaultControlScheme"/>
/// <seealso cref="InputActionAsset.controlSchemes"/>
public string currentControlScheme
{
get
{
if (!m_InputUser.valid)
return null;
var scheme = m_InputUser.controlScheme;
return scheme?.name;
}
}
/// <summary>
/// The default control scheme to try.
/// </summary>
/// <value>Name of the default control scheme.</value>
/// <remarks>
/// When PlayerInput is enabled and this is not <c>null</c> and not empty, the PlayerInput
/// will look up the control scheme in <see cref="InputActionAsset.controlSchemes"/> of
/// <see cref="actions"/>. If found, PlayerInput will try to activate the scheme. This will
/// succeed only if all devices required by the control scheme are either already paired to
/// the player or are available as devices not used by other PlayerInputs.
///
/// Note that this property only determines the first control scheme to try. If using the
/// control scheme fails, PlayerInput will fall back to trying the other control schemes
/// (if any) available from <see cref="actions"/>.
/// </remarks>
/// <seealso cref="SwitchCurrentControlScheme(InputDevice[])"/>
/// <seealso cref="currentControlScheme"/>
public string defaultControlScheme
{
get => m_DefaultControlScheme;
set => m_DefaultControlScheme = value;
}
/// <summary>
/// If true, do not automatically switch control schemes even when there is only a single player.
/// By default, this property is false.
/// </summary>
/// <value>If true, do not switch control schemes when other devices are used.</value>
/// <remarks>
/// By default, when there is only a single PlayerInput enabled, we assume that the game is in
/// single-player mode and that the player should be able to freely switch between the control schemes
/// supported by the game. For example, if the player is currently using mouse and keyboard, but is
/// then switching to a gamepad, PlayerInput should automatically switch to the control scheme for
/// gamepads, if present.
///
/// When there is more than one PlayerInput or when joining is enabled <see cref="PlayerInputManager"/>,
/// this behavior is automatically turned off as we wouldn't know which player is switching if a
/// currently unpaired device is used.
///
/// By setting this property to true, auto-switching of control schemes is forcibly turned off and
/// will thus not be performed even if there is only a single PlayerInput in the game.
///
/// Note that you can still switch control schemes manually using <see
/// cref="SwitchCurrentControlScheme(string,InputDevice[])"/>.
/// </remarks>
/// <seealso cref="currentControlScheme"/>
/// <seealso cref="isSinglePlayer"/>
public bool neverAutoSwitchControlSchemes
{
get => m_NeverAutoSwitchControlSchemes;
set
{
if (m_NeverAutoSwitchControlSchemes == value)
return;
m_NeverAutoSwitchControlSchemes = value;
if (m_Enabled)
{
if (!value && !m_OnUnpairedDeviceUsedHooked)
StartListeningForUnpairedDeviceActivity();
else if (value && m_OnUnpairedDeviceUsedHooked)
StopListeningForUnpairedDeviceActivity();
}
}
}
////REVIEW: this is inconsistent; currentControlScheme is a string, this is an InputActionMap
/// <summary>
/// The currently enabled action map.
/// </summary>
/// <value>Reference to the currently enabled action or <c>null</c> if no action
/// map has been enabled by PlayerInput.</value>
/// <remarks>
/// Note that the concept of "current action map" is local to PlayerInput. You can still freely
/// enable and disable action maps directly on the <see cref="actions"/> asset. This property
/// only tracks which action map has been enabled under the control of PlayerInput, i.e. either
/// by means of <see cref="defaultActionMap"/> or by using <see cref="SwitchCurrentActionMap"/>.
/// </remarks>
/// <seealso cref="SwitchCurrentActionMap"/>
public InputActionMap currentActionMap
{
get => m_CurrentActionMap;
set
{
// If someone switches maps from an action callback, we may get here recursively
// from Disable(). To avoid that, we null out the current action map while
// we disable it.
var oldMap = m_CurrentActionMap;
m_CurrentActionMap = null;
oldMap?.Disable();
// Switch to new map.
m_CurrentActionMap = value;
m_CurrentActionMap?.Enable();
}
}
/// <summary>
/// Name (see <see cref="InputActionMap.name"/>) or ID (see <see cref="InputActionMap.id"/>) of the action
/// map to enable by default.
/// </summary>
/// <value>Action map to enable by default or <c>null</c>.</value>
/// <remarks>
/// By default, when enabled, PlayerInput will not enable any of the actions in the <see cref="actions"/>
/// asset. By setting this property, however, PlayerInput can be made to automatically enable the respective
/// action map.
/// </remarks>
/// <seealso cref="currentActionMap"/>
/// <seealso cref="SwitchCurrentActionMap"/>
public string defaultActionMap
{
get => m_DefaultActionMap;
set => m_DefaultActionMap = value;
}
/// <summary>
/// Determines how the component notifies listeners about input actions and other input-related
/// events pertaining to the player.
/// </summary>
/// <value>How to trigger notifications on events.</value>
/// <remarks>
/// By default, the component will use <see cref="GameObject.SendMessage(string,object)"/> to send messages
/// to the <see cref="GameObject"/>. This can be changed by selecting a different <see cref="UnityEngine.InputSystem.PlayerNotifications"/>
/// behavior.
/// </remarks>
/// <seealso cref="actionEvents"/>
/// <seealso cref="deviceLostEvent"/>
/// <seealso cref="deviceRegainedEvent"/>
public PlayerNotifications notificationBehavior
{
get => m_NotificationBehavior;
set
{
if (m_NotificationBehavior == value)
return;
if (m_Enabled)
UninitializeActions();
m_NotificationBehavior = value;
if (m_Enabled)
InitializeActions();
}
}
/// <summary>
/// List of events invoked in response to actions being triggered.
/// </summary>
/// <remarks>
/// This array is only used if <see cref="notificationBehavior"/> is set to
/// <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
/// </remarks>
public ReadOnlyArray<ActionEvent> actionEvents
{
get => m_ActionEvents;
set
{
if (m_Enabled)
UninitializeActions();
m_ActionEvents = value.ToArray();
if (m_Enabled)
InitializeActions();
}
}
/// <summary>
/// Event that is triggered when the player loses a device (e.g. the batteries run out).
/// </summary>
/// <remarks>
/// This event is only used if <see cref="notificationBehavior"/> is set to
/// <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
/// </remarks>
public DeviceLostEvent deviceLostEvent
{
get
{
if (m_DeviceLostEvent == null)
m_DeviceLostEvent = new DeviceLostEvent();
return m_DeviceLostEvent;
}
}
/// <summary>
/// Event that is triggered when the player recovers from device loss and is good to go again.
/// </summary>
/// <remarks>
/// This event is only used if <see cref="notificationBehavior"/> is set to
/// <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
/// </remarks>
public DeviceRegainedEvent deviceRegainedEvent
{
get
{
if (m_DeviceRegainedEvent == null)
m_DeviceRegainedEvent = new DeviceRegainedEvent();
return m_DeviceRegainedEvent;
}
}
/// <summary>
/// Event that is triggered when the controls used by the player change.
/// </summary>
/// <remarks>
/// This event is only used if <see cref="notificationBehavior"/> is set to
/// <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
///
/// The event is trigger when the set of <see cref="devices"/> used by the player change,
/// when the player switches to a different control scheme (see <see cref="currentControlScheme"/>),
/// or when the bindings used by the player are changed (e.g. when rebinding them). Also,
/// for <see cref="Keyboard"/> devices, the event is triggered when the currently used
/// keyboard layout (see <see cref="Keyboard.keyboardLayout"/>) changes.
/// </remarks>
public ControlsChangedEvent controlsChangedEvent
{
get
{
if (m_ControlsChangedEvent == null)
m_ControlsChangedEvent = new ControlsChangedEvent();
return m_ControlsChangedEvent;
}
}
/// <summary>
/// If <see cref="notificationBehavior"/> is set to <see cref="PlayerNotifications.InvokeCSharpEvents"/>, this
/// event is triggered when an action fires.
/// </summary>
/// <value>Callbacks that get called when an action triggers.</value>
/// <remarks>
/// If <see cref="notificationBehavior"/> is not set to <see cref="PlayerNotifications.InvokeCSharpEvents"/>, the
/// value of this property is ignored.
///
/// The callbacks are called in sync (and with the same argument) with <see cref="InputAction.started"/>,
/// <see cref="InputAction.performed"/>, and <see cref="InputAction.canceled"/>.
/// </remarks>
/// <seealso cref="InputActionMap.actionTriggered"/>
/// <seealso cref="InputAction.started"/>
/// <seealso cref="InputAction.performed"/>
/// <seealso cref="InputAction.canceled"/>
/// <seealso cref="actions"/>
public event Action<InputAction.CallbackContext> onActionTriggered
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_ActionTriggeredCallbacks.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_ActionTriggeredCallbacks.RemoveCallback(value);
}
}
/// <summary>
/// If <see cref="notificationBehavior"/> is <see cref="PlayerNotifications.InvokeCSharpEvents"/>, this event
/// is triggered when a device paired to the player is disconnected.
/// </summary>
/// <value>Callbacks that get called when the player loses a device.</value>
/// <remarks>
/// If <see cref="notificationBehavior"/> is not <see cref="PlayerNotifications.InvokeCSharpEvents"/>, the value
/// of this property is ignored.
///
/// The argument is the player that lost its device (i.e. the player on which the callback is installed).
/// </remarks>
/// <seealso cref="onDeviceRegained"/>
/// <seealso cref="InputUserChange.DeviceLost"/>
public event Action<PlayerInput> onDeviceLost
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_DeviceLostCallbacks.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_DeviceLostCallbacks.RemoveCallback(value);
}
}
/// <summary>
/// If <see cref="notificationBehavior"/> is <see cref="PlayerNotifications.InvokeCSharpEvents"/>, this event
/// is triggered when the player previously lost a device and has now regained it or an equivalent device.
/// </summary>
/// <value>Callbacks that get called when the player regains a device.</value>
/// <remarks>
/// If <see cref="notificationBehavior"/> is not <see cref="PlayerNotifications.InvokeCSharpEvents"/>, the value
/// of this property is ignored.
///
/// The argument is the player that regained a device (i.e. the player on which the callback is installed).
/// </remarks>
/// <seealso cref="onDeviceLost"/>
/// <seealso cref="InputUserChange.DeviceRegained"/>
public event Action<PlayerInput> onDeviceRegained
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_DeviceRegainedCallbacks.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_DeviceRegainedCallbacks.RemoveCallback(value);
}
}
/// <summary>
/// If <see cref="notificationBehavior"/> is <see cref="PlayerNotifications.InvokeCSharpEvents"/>, this event
/// is triggered when the controls used by the players are changed.
/// </summary>
/// <remarks>
/// The callback is invoked when the set of <see cref="devices"/> used by the player change,
/// when the player switches to a different control scheme (see <see cref="currentControlScheme"/>),
/// or when the bindings used by the player are changed (e.g. when rebinding them). Also,
/// for <see cref="Keyboard"/> devices, the callback is invoked when the currently used
/// keyboard layout (see <see cref="Keyboard.keyboardLayout"/>) changes.
/// </remarks>
public event Action<PlayerInput> onControlsChanged
{
add
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_ControlsChangedCallbacks.AddCallback(value);
}
remove
{
if (value == null)
throw new ArgumentNullException(nameof(value));
m_ControlsChangedCallbacks.RemoveCallback(value);
}
}
////TODO: clarify the relationship to raycasting in the UI input module
/// <summary>
/// Optional camera associated with the player.
/// </summary>
/// <value>Camera specific to the player or <c>null</c>.</value>
/// <remarks>
/// This is <c>null</c> by default.
///
/// Associating a camera with a player is necessary only when using split-screen (see <see cref="PlayerInputManager.splitScreen"/>).
/// </remarks>
public
#if UNITY_EDITOR
// camera property is deprecated and only available in Editor.
new
#endif
Camera camera
{
get => m_Camera;
set => m_Camera = value;
}
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
/// <summary>
/// UI InputModule that should have it's input actions synchronized to this PlayerInput's actions.
/// </summary>
public InputSystemUIInputModule uiInputModule
{
get => m_UIInputModule;
set
{
if (m_UIInputModule == value)
return;
if (m_UIInputModule != null && m_UIInputModule.actionsAsset == m_Actions)
m_UIInputModule.actionsAsset = null;
m_UIInputModule = value;
if (m_UIInputModule != null && m_Actions != null)
m_UIInputModule.actionsAsset = m_Actions;
}
}
#endif
/// <summary>
/// The internal user tied to the player.
/// </summary>
public InputUser user => m_InputUser;
/// <summary>
/// The devices paired to the player.
/// </summary>
/// <value>List of devices paired to player.</value>
/// <remarks>
/// </remarks>
/// <seealso cref="InputUser.pairedDevices"/>
public ReadOnlyArray<InputDevice> devices
{
get
{
if (!m_InputUser.valid)
return new ReadOnlyArray<InputDevice>();
return m_InputUser.pairedDevices;
}
}
/// <summary>
/// Whether the player is missed required devices. This means that the player's
/// input setup is probably at least partially non-functional.
/// </summary>
/// <value>True if the player is missing devices required by the control scheme.</value>
/// <remarks>
/// This can happen, for example, if the a device is unplugged during the game.
/// </remarks>
/// <seealso cref="InputControlScheme.deviceRequirements"/>
/// <seealso cref="InputUser.hasMissingRequiredDevices"/>
public bool hasMissingRequiredDevices => user.valid && user.hasMissingRequiredDevices;
/// <summary>
/// List of all players that are currently joined. Sorted by <see cref="playerIndex"/> in
/// increasing order.
/// </summary>
/// <value>List of active PlayerInputs.</value>
/// <remarks>
/// While the list is sorted by <see cref="playerIndex"/>, note that this does not mean that the <see cref="playerIndex"/>
/// of a player corresponds to the index in this list. If, for example, three players join and then the second player leaves,
/// the list will contain one player with <see cref="playerIndex"/> 0 followed by one player with <see cref="playerIndex"/> 2.
/// </remarks>
/// <seealso cref="PlayerInputManager.JoinPlayer(int,int,string,InputDevice)"/>
/// <seealso cref="Instantiate(GameObject,int,string,int,InputDevice)"/>
public static ReadOnlyArray<PlayerInput> all => new ReadOnlyArray<PlayerInput>(s_AllActivePlayers, 0, s_AllActivePlayersCount);
/// <summary>
/// Whether PlayerInput operates in single-player mode.
/// </summary>
/// <value>If true, there is at most a single PlayerInput.</value>
/// <remarks>
/// Single-player mode is active while there is at most one PlayerInput (there can also be none) and
/// while joining is not enabled in <see cref="PlayerInputManager"/> (if one exists). See <see cref="PlayerInputManager.joiningEnabled"/>.
///
/// Automatic control scheme switching (if enabled) is predicated on single-player mode being active.
/// </remarks>
/// <seealso cref="neverAutoSwitchControlSchemes"/>
public static bool isSinglePlayer =>
s_AllActivePlayersCount <= 1 &&
(PlayerInputManager.instance == null || !PlayerInputManager.instance.joiningEnabled);
/// <summary>
/// Return the first device of the given type from <see cref="devices"/> paired to the player.
/// If no device of this type is paired to the player, return <c>null</c>.
/// </summary>
/// <typeparam name="TDevice">Type of device to look for (such as <see cref="Mouse"/>). Can be a supertype
/// of the actual device type. For example, querying for <see cref="Pointer"/>, may return a <see cref="Mouse"/>.</typeparam>
/// <returns>The first device paired to the player that is of the given type or <c>null</c> if the player
/// does not have a matching device.</returns>
/// <seealso cref="devices"/>
public TDevice GetDevice<TDevice>()
where TDevice : InputDevice
{
foreach (var device in devices)
if (device is TDevice deviceOfType)
return deviceOfType;
return null;
}
/// <summary>
/// Enable input on the player.
/// </summary>
/// <remarks>
/// Input will automatically be activated when the PlayerInput component is enabled. However, this method
/// can be called to reactivate input after deactivating it with <see cref="DeactivateInput"/>.
///
/// Note that activating input will activate the current action map only (see <see cref="currentActionMap"/>).
/// </remarks>
/// <see cref="inputIsActive"/>
/// <seealso cref="DeactivateInput"/>
public void ActivateInput()
{
m_InputActive = true;
// If we have no current action map but there's a default
// action map, make it current.
if (m_CurrentActionMap == null && m_Actions != null && !string.IsNullOrEmpty(m_DefaultActionMap))
SwitchCurrentActionMap(m_DefaultActionMap);
else
m_CurrentActionMap?.Enable();
}
/// <summary>
/// Disable input on the player.
/// </summary>
/// <remarks>
/// Input is automatically activated when the PlayerInput component is enabled. This method can be
/// used to deactivate input manually.
///
/// Note that activating input will deactivate the current action map only (see <see cref="currentActionMap"/>).
/// </remarks>
/// <see cref="ActivateInput"/>
/// <see cref="inputIsActive"/>
public void DeactivateInput()
{
m_CurrentActionMap?.Disable();
m_InputActive = false;
}
[Obsolete("Use DeactivateInput instead.")]
public void PassivateInput()
{
DeactivateInput();
}
/// <summary>
/// Switch the current control scheme to one that fits the given set of devices.
/// </summary>
/// <param name="devices">A list of input devices. Note that if any of the devices is already paired to another
/// player, the device will end up paired to both players.</param>
/// <returns>True if the switch was successful, false otherwise. The latter can happen, for example, if
/// <see cref="actions"/> does not have a control scheme that fits the given set of devices.</returns>
/// <exception cref="ArgumentNullException"><paramref name="devices"/> is <c>null</c>.</exception>
/// <exception cref="InvalidOperationException"><see cref="actions"/> has not been assigned.</exception>
/// <remarks>
/// The player's currently paired devices (see <see cref="devices"/>) will get unpaired.
///
/// <example>
/// <code>
/// // Switch the first player to keyboard and mouse.
/// PlayerInput.all[0]
/// .SwitchCurrentControlScheme(Keyboard.current, Mouse.current);
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="currentControlScheme"/>
/// <seealso cref="InputActionAsset.controlSchemes"/>
public bool SwitchCurrentControlScheme(params InputDevice[] devices)
{
if (devices == null)
throw new ArgumentNullException(nameof(devices));
if (actions == null)
throw new InvalidOperationException(
"Must set actions on PlayerInput in order to be able to switch control schemes");
// Find control scheme matching given devices in associated action asset
var scheme = InputControlScheme.FindControlSchemeForDevices(devices, actions.controlSchemes);
if (!scheme.HasValue)
return false;
var controlScheme = scheme.Value;
SwitchControlSchemeInternal(ref controlScheme, devices);
return true;
}
////REVIEW: these should just be SwitchControlScheme
/// <summary>
/// Switch the player to use the given control scheme together with the given devices.
/// </summary>
/// <param name="controlScheme">Name of the control scheme. See <see cref="InputControlScheme.name"/>.</param>
/// <param name="devices">A list of devices.</param>
/// <exception cref="ArgumentNullException"><paramref name="devices"/> is <c>null</c> -or- <paramref name="controlScheme"/> is
/// <c>null</c> or empty.</exception>
/// <remarks>
/// This method can be used to explicitly force a combination of control scheme and a specific set of
/// devices.
///
/// <example>
/// <code>
/// // Put player 1 on the "Gamepad" control scheme together
/// // with the second gamepad.
/// PlayerInput.all[0].SwitchControlScheme(
/// "Gamepad",
/// Gamepad.all[1]);
/// </code>
/// </example>
///
/// The player's currently paired devices (see <see cref="devices"/>) will get unpaired.
/// </remarks>
/// <seealso cref="InputActionAsset.controlSchemes"/>
/// <seealso cref="currentControlScheme"/>
public void SwitchCurrentControlScheme(string controlScheme, params InputDevice[] devices)
{
if (string.IsNullOrEmpty(controlScheme))
throw new ArgumentNullException(nameof(controlScheme));
if (devices == null)
throw new ArgumentNullException(nameof(devices));
user.FindControlScheme(controlScheme, out InputControlScheme scheme); // throws if not found
SwitchControlSchemeInternal(ref scheme, devices);
}
public void SwitchCurrentActionMap(string mapNameOrId)
{
// Must be enabled.
if (!m_Enabled)
{
Debug.LogError($"Cannot switch to actions '{mapNameOrId}'; input is not enabled", this);
return;
}
// Must have actions.
if (m_Actions == null)
{
Debug.LogError($"Cannot switch to actions '{mapNameOrId}'; no actions set on PlayerInput", this);
return;
}
// Must have map.
var actionMap = m_Actions.FindActionMap(mapNameOrId);
if (actionMap == null)
{
Debug.LogError($"Cannot find action map '{mapNameOrId}' in actions '{m_Actions}'", this);
return;
}
currentActionMap = actionMap;
}
/// <summary>
/// Return the Nth player.
/// </summary>
/// <param name="playerIndex">Index of the player to return.</param>
/// <returns>The player with the given player index or <c>null</c> if no such
/// player exists.</returns>
/// <seealso cref="PlayerInput.playerIndex"/>
public static PlayerInput GetPlayerByIndex(int playerIndex)
{
for (var i = 0; i < s_AllActivePlayersCount; ++i)
if (s_AllActivePlayers[i].playerIndex == playerIndex)
return s_AllActivePlayers[i];
return null;
}
/// <summary>
/// Find the first PlayerInput who the given device is paired to.
/// </summary>
/// <param name="device">An input device.</param>
/// <returns>The player who is paired to the given device or <c>null</c> if no
/// PlayerInput currently is paired to <paramref name="device"/>.</returns>
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
/// <remarks>
/// <example>
/// <code>
/// // Find the player paired to first gamepad.
/// var player = PlayerInput.FindFirstPairedToDevice(Gamepad.all[0]);
/// </code>
/// </example>
/// </remarks>
public static PlayerInput FindFirstPairedToDevice(InputDevice device)
{
if (device == null)
throw new ArgumentNullException(nameof(device));
for (var i = 0; i < s_AllActivePlayersCount; ++i)
{
if (ReadOnlyArrayExtensions.ContainsReference(s_AllActivePlayers[i].devices, device))
return s_AllActivePlayers[i];
}
return null;
}
/// <summary>
/// Instantiate a player object and set up and enable its inputs.
/// </summary>
/// <param name="prefab">Prefab to clone. Must contain a PlayerInput component somewhere in its hierarchy.</param>
/// <param name="playerIndex">Player index to assign to the player. See <see cref="PlayerInput.playerIndex"/>.
/// By default will be assigned automatically based on how many players are in <see cref="all"/>.</param>
/// <param name="controlScheme">Control scheme to activate</param>
/// <param name="splitScreenIndex"></param>
/// <param name="pairWithDevice">Device to pair to the user. By default, this is <c>null</c> which means
/// that PlayerInput will automatically pair with available, unpaired devices based on the control schemes (if any)
/// present in <see cref="actions"/> or on the bindings therein (if no control schemes are present).</param>
/// <returns></returns>
/// <exception cref="ArgumentNullException"><paramref name="prefab"/> is <c>null</c>.</exception>
public static PlayerInput Instantiate(GameObject prefab, int playerIndex = -1, string controlScheme = null,
int splitScreenIndex = -1, InputDevice pairWithDevice = null)
{
if (prefab == null)
throw new ArgumentNullException(nameof(prefab));
// Set initialization data.
s_InitPlayerIndex = playerIndex;
s_InitSplitScreenIndex = splitScreenIndex;
s_InitControlScheme = controlScheme;
if (pairWithDevice != null)
ArrayHelpers.AppendWithCapacity(ref s_InitPairWithDevices, ref s_InitPairWithDevicesCount, pairWithDevice);
return DoInstantiate(prefab);
}
////TODO: allow instantiating with an existing InputUser
/// <summary>
/// A wrapper around <see cref="Object.Instantiate(Object)"/> that allows instantiating a player prefab and
/// automatically pair one or more specific devices to the newly created player.
/// </summary>
/// <param name="prefab">A player prefab containing a <see cref="PlayerInput"/> component in its hierarchy.</param>
/// <param name="playerIndex"></param>
/// <param name="controlScheme"></param>
/// <param name="splitScreenIndex"></param>
/// <param name="pairWithDevices"></param>
/// <returns></returns>
/// <remarks>
/// Note that unlike <see cref="Object.Instantiate(Object)"/>, this method will always activate the resulting
/// <see cref="GameObject"/> and its components.
/// </remarks>
public static PlayerInput Instantiate(GameObject prefab, int playerIndex = -1, string controlScheme = null,
int splitScreenIndex = -1, params InputDevice[] pairWithDevices)
{
if (prefab == null)
throw new ArgumentNullException(nameof(prefab));
// Set initialization data.
s_InitPlayerIndex = playerIndex;
s_InitSplitScreenIndex = splitScreenIndex;
s_InitControlScheme = controlScheme;
if (pairWithDevices != null)
{
for (var i = 0; i < pairWithDevices.Length; ++i)
ArrayHelpers.AppendWithCapacity(ref s_InitPairWithDevices, ref s_InitPairWithDevicesCount, pairWithDevices[i]);
}
return DoInstantiate(prefab);
}
private static PlayerInput DoInstantiate(GameObject prefab)
{
var destroyIfDeviceSetupUnsuccessful = s_DestroyIfDeviceSetupUnsuccessful;
GameObject instance;
try
{
instance = Object.Instantiate(prefab);
instance.SetActive(true);
}
finally
{
// Reset init data.
s_InitPairWithDevicesCount = 0;
if (s_InitPairWithDevices != null)
Array.Clear(s_InitPairWithDevices, 0, s_InitPairWithDevicesCount);
s_InitControlScheme = null;
s_InitPlayerIndex = -1;
s_InitSplitScreenIndex = -1;
s_DestroyIfDeviceSetupUnsuccessful = false;
}
var playerInput = instance.GetComponentInChildren<PlayerInput>();
if (playerInput == null)
{
DestroyImmediate(instance);
Debug.LogError("The GameObject does not have a PlayerInput component", prefab);
return null;
}
if (destroyIfDeviceSetupUnsuccessful && (!playerInput.user.valid || playerInput.hasMissingRequiredDevices))
{
DestroyImmediate(instance);
return null;
}
return playerInput;
}
[Tooltip("Input actions associated with the player.")]
[SerializeField] internal InputActionAsset m_Actions;
[Tooltip("Determine how notifications should be sent when an input-related event associated with the player happens.")]
[SerializeField] internal PlayerNotifications m_NotificationBehavior;
[Tooltip("UI InputModule that should have it's input actions synchronized to this PlayerInput's actions.")]
#if UNITY_INPUT_SYSTEM_ENABLE_UI
[SerializeField] internal InputSystemUIInputModule m_UIInputModule;
[Tooltip("Event that is triggered when the PlayerInput loses a paired device (e.g. its battery runs out).")]
#endif
[SerializeField] internal DeviceLostEvent m_DeviceLostEvent;
[SerializeField] internal DeviceRegainedEvent m_DeviceRegainedEvent;
[SerializeField] internal ControlsChangedEvent m_ControlsChangedEvent;
[SerializeField] internal ActionEvent[] m_ActionEvents;
[SerializeField] internal bool m_NeverAutoSwitchControlSchemes;
[SerializeField] internal string m_DefaultControlScheme;////REVIEW: should we have IDs for these so we can rename safely?
[SerializeField] internal string m_DefaultActionMap;
[SerializeField] internal int m_SplitScreenIndex = -1;
[Tooltip("Reference to the player's view camera. Note that this is only required when using split-screen and/or "
+ "per-player UIs. Otherwise it is safe to leave this property uninitialized.")]
[SerializeField] internal Camera m_Camera;
// Value object we use when sending messages via SendMessage() or BroadcastMessage(). Can be ignored
// by the receiver. We reuse the same object over and over to avoid allocating garbage.
[NonSerialized] private InputValue m_InputValueObject;
[NonSerialized] internal InputActionMap m_CurrentActionMap;
[NonSerialized] private int m_PlayerIndex = -1;
[NonSerialized] private bool m_InputActive;
[NonSerialized] private bool m_Enabled;
[NonSerialized] internal bool m_ActionsInitialized;
[NonSerialized] private Dictionary<string, string> m_ActionMessageNames;
[NonSerialized] private InputUser m_InputUser;
[NonSerialized] private Action<InputAction.CallbackContext> m_ActionTriggeredDelegate;
[NonSerialized] private CallbackArray<Action<PlayerInput>> m_DeviceLostCallbacks;
[NonSerialized] private CallbackArray<Action<PlayerInput>> m_DeviceRegainedCallbacks;
[NonSerialized] private CallbackArray<Action<PlayerInput>> m_ControlsChangedCallbacks;
[NonSerialized] private CallbackArray<Action<InputAction.CallbackContext>> m_ActionTriggeredCallbacks;
[NonSerialized] private Action<InputControl, InputEventPtr> m_UnpairedDeviceUsedDelegate;
[NonSerialized] private Func<InputDevice, InputEventPtr, bool> m_PreFilterUnpairedDeviceUsedDelegate;
[NonSerialized] private bool m_OnUnpairedDeviceUsedHooked;
[NonSerialized] private Action<InputDevice, InputDeviceChange> m_DeviceChangeDelegate;
[NonSerialized] private bool m_OnDeviceChangeHooked;
internal static int s_AllActivePlayersCount;
internal static PlayerInput[] s_AllActivePlayers;
private static Action<InputUser, InputUserChange, InputDevice> s_UserChangeDelegate;
// The following information is used when the next PlayerInput component is enabled.
private static int s_InitPairWithDevicesCount;
private static InputDevice[] s_InitPairWithDevices;
private static int s_InitPlayerIndex = -1;
private static int s_InitSplitScreenIndex = -1;
private static string s_InitControlScheme;
internal static bool s_DestroyIfDeviceSetupUnsuccessful;
private void InitializeActions()
{
if (m_ActionsInitialized)
return;
if (m_Actions == null)
return;
// Check if we need to duplicate our actions by looking at all other players. If any
// has the same actions, duplicate.
for (var i = 0; i < s_AllActivePlayersCount; ++i)
if (s_AllActivePlayers[i].m_Actions == m_Actions && s_AllActivePlayers[i] != this)
{
var oldActions = m_Actions;
m_Actions = Instantiate(m_Actions);
for (var actionMap = 0; actionMap < oldActions.actionMaps.Count; actionMap++)
{
for (var binding = 0; binding < oldActions.actionMaps[actionMap].bindings.Count; binding++)
m_Actions.actionMaps[actionMap].ApplyBindingOverride(binding, oldActions.actionMaps[actionMap].bindings[binding]);
}
break;
}
#if UNITY_INPUT_SYSTEM_ENABLE_UI
if (uiInputModule != null)
uiInputModule.actionsAsset = m_Actions;
#endif
switch (m_NotificationBehavior)
{
case PlayerNotifications.SendMessages:
case PlayerNotifications.BroadcastMessages:
InstallOnActionTriggeredHook();
if (m_ActionMessageNames == null)
CacheMessageNames();
break;
case PlayerNotifications.InvokeCSharpEvents:
InstallOnActionTriggeredHook();
break;
case PlayerNotifications.InvokeUnityEvents:
{
// Hook up all action events.
if (m_ActionEvents != null)
{
foreach (var actionEvent in m_ActionEvents)
{
var id = actionEvent.actionId;
if (string.IsNullOrEmpty(id))
continue;
// Find action for event.
var action = m_Actions.FindAction(id);
if (action == null)
continue;
action.performed += actionEvent.Invoke;
action.canceled += actionEvent.Invoke;
action.started += actionEvent.Invoke;
}
}
break;
}
}
m_ActionsInitialized = true;
}
private void UninitializeActions()
{
if (!m_ActionsInitialized)
return;
if (m_Actions == null)
return;
UninstallOnActionTriggeredHook();
if (m_NotificationBehavior == PlayerNotifications.InvokeUnityEvents && m_ActionEvents != null)
{
foreach (var actionEvent in m_ActionEvents)
{
var id = actionEvent.actionId;
if (string.IsNullOrEmpty(id))
continue;
// Find action for event.
var action = m_Actions.FindAction(id);
if (action != null)
{
////REVIEW: really wish we had a single callback
action.performed -= actionEvent.Invoke;
action.canceled -= actionEvent.Invoke;
action.started -= actionEvent.Invoke;
}
}
}
m_CurrentActionMap = null;
m_ActionsInitialized = false;
}
private void InstallOnActionTriggeredHook()
{
if (m_ActionTriggeredDelegate == null)
m_ActionTriggeredDelegate = OnActionTriggered;
foreach (var actionMap in m_Actions.actionMaps)
actionMap.actionTriggered += m_ActionTriggeredDelegate;
}
private void UninstallOnActionTriggeredHook()
{
if (m_ActionTriggeredDelegate != null)
foreach (var actionMap in m_Actions.actionMaps)
actionMap.actionTriggered -= m_ActionTriggeredDelegate;
}
private void OnActionTriggered(InputAction.CallbackContext context)
{
if (!m_InputActive)
return;
// We shouldn't go through this method when using UnityEvents. With events,
// the callbacks should be wired up directly rather than going all to this method.
Debug.Assert(m_NotificationBehavior != PlayerNotifications.InvokeUnityEvents,
"OnActionTriggered callback should not be installed if notification behavior is set to InvokeUnityEvents");
switch (m_NotificationBehavior)
{
case PlayerNotifications.InvokeCSharpEvents:
DelegateHelpers.InvokeCallbacksSafe(ref m_ActionTriggeredCallbacks, context, "PlayerInput.onActionTriggered");
break;
case PlayerNotifications.BroadcastMessages:
case PlayerNotifications.SendMessages:
// ATM we only care about `performed` and, in the case of value actions, `canceled`.
var action = context.action;
if (!(context.performed || (context.canceled && action.type == InputActionType.Value)))
return;
// Find message name for action.
if (m_ActionMessageNames == null)
CacheMessageNames();
var messageName = m_ActionMessageNames[action.m_Id];
// Cache value.
if (m_InputValueObject == null)
m_InputValueObject = new InputValue();
m_InputValueObject.m_Context = context;
// Send message.
if (m_NotificationBehavior == PlayerNotifications.BroadcastMessages)
BroadcastMessage(messageName, m_InputValueObject, SendMessageOptions.DontRequireReceiver);
else
SendMessage(messageName, m_InputValueObject, SendMessageOptions.DontRequireReceiver);
// Reset context so calling Get() will result in an exception.
m_InputValueObject.m_Context = null;
break;
}
}
private void CacheMessageNames()
{
if (m_Actions == null)
return;
if (m_ActionMessageNames != null)
m_ActionMessageNames.Clear();
else
m_ActionMessageNames = new Dictionary<string, string>();
foreach (var action in m_Actions)
{
action.MakeSureIdIsInPlace();
var name = CSharpCodeHelpers.MakeTypeName(action.name);
m_ActionMessageNames[action.m_Id] = "On" + name;
}
}
private void ClearCaches()
{
}
/// <summary>
/// Initialize <see cref="user"/> and <see cref="devices"/>.
/// </summary>
private void AssignUserAndDevices()
{
// If we already have a user at this point, clear out all its paired devices
// to start the pairing process from scratch.
if (m_InputUser.valid)
m_InputUser.UnpairDevices();
// All our input goes through actions so there's no point setting
// anything up if we have none.
if (m_Actions == null)
{
// If we have devices we are meant to pair with, do so. Otherwise, don't
// do anything as we don't know what kind of input to look for.
if (s_InitPairWithDevicesCount > 0)
{
for (var i = 0; i < s_InitPairWithDevicesCount; ++i)
m_InputUser = InputUser.PerformPairingWithDevice(s_InitPairWithDevices[i], m_InputUser);
}
else
{
// Make sure user is invalid.
m_InputUser = new InputUser();
}
return;
}
// If we have control schemes, try to find the one we should use.
if (m_Actions.controlSchemes.Count > 0)
{
if (!string.IsNullOrEmpty(s_InitControlScheme))
{
// We've been given a control scheme to initialize this. Try that one and
// that one only. Might mean we end up with missing devices.
var controlScheme = m_Actions.FindControlScheme(s_InitControlScheme);
if (controlScheme == null)
{
Debug.LogError($"No control scheme '{s_InitControlScheme}' in '{m_Actions}'", this);
}
else
{
TryToActivateControlScheme(controlScheme.Value);
}
}
else if (!string.IsNullOrEmpty(m_DefaultControlScheme))
{
// There's a control scheme we should try by default.
var controlScheme = m_Actions.FindControlScheme(m_DefaultControlScheme);
if (controlScheme == null)
{
Debug.LogError($"Cannot find default control scheme '{m_DefaultControlScheme}' in '{m_Actions}'", this);
}
else
{
TryToActivateControlScheme(controlScheme.Value);
}
}
// If we did not end up with a usable scheme by now but we've been given devices to pair with,
// search for a control scheme matching the given devices.
if (s_InitPairWithDevicesCount > 0 && (!m_InputUser.valid || m_InputUser.controlScheme == null))
{
// The devices we've been given may not be all the devices required to satisfy a given control scheme so we
// want to pick any one control scheme that is the best match for the devices we have regardless of whether
// we'll need additional devices. TryToActivateControlScheme will take care of that.
var controlScheme = InputControlScheme.FindControlSchemeForDevices(
new ReadOnlyArray<InputDevice>(s_InitPairWithDevices, 0, s_InitPairWithDevicesCount), m_Actions.controlSchemes,
allowUnsuccesfulMatch: true);
if (controlScheme != null)
TryToActivateControlScheme(controlScheme.Value);
}
// If we don't have a working control scheme by now and we haven't been instructed to use
// one specific control scheme, try each one in the asset one after the other until we
// either find one we can use or run out of options.
else if ((!m_InputUser.valid || m_InputUser.controlScheme == null) && string.IsNullOrEmpty(s_InitControlScheme))
{
using (var availableDevices = InputUser.GetUnpairedInputDevices())
{
var controlScheme = InputControlScheme.FindControlSchemeForDevices(availableDevices, m_Actions.controlSchemes);
if (controlScheme != null)
TryToActivateControlScheme(controlScheme.Value);
}
}
}
else
{
// There's no control schemes in the asset. If we've been given a set of devices,
// we run with those (regardless of whether there's bindings for them in the actions or not).
// If we haven't been given any devices, we go through all bindings in the asset and whatever
// device is present that matches the binding and that isn't used by any other player, we'll
// pair to the player.
if (s_InitPairWithDevicesCount > 0)
{
for (var i = 0; i < s_InitPairWithDevicesCount; ++i)
m_InputUser = InputUser.PerformPairingWithDevice(s_InitPairWithDevices[i], m_InputUser);
}
else
{
// Pair all devices for which we have a binding.
using (var availableDevices = InputUser.GetUnpairedInputDevices())
{
for (var i = 0; i < availableDevices.Count; ++i)
{
var device = availableDevices[i];
if (!HaveBindingForDevice(device))
continue;
m_InputUser = InputUser.PerformPairingWithDevice(device, m_InputUser);
}
}
}
}
// If we don't have a valid user at this point, we don't have any paired devices.
if (m_InputUser.valid)
m_InputUser.AssociateActionsWithUser(m_Actions);
}
private bool HaveBindingForDevice(InputDevice device)
{
if (m_Actions == null)
return false;
var actionMaps = m_Actions.actionMaps;
for (var i = 0; i < actionMaps.Count; ++i)
{
var actionMap = actionMaps[i];
if (actionMap.IsUsableWithDevice(device))
return true;
}
return false;
}
private void UnassignUserAndDevices()
{
if (m_InputUser.valid)
m_InputUser.UnpairDevicesAndRemoveUser();
if (m_Actions != null)
m_Actions.devices = null;
}
private bool TryToActivateControlScheme(InputControlScheme controlScheme)
{
////FIXME: this will fall apart if account management is involved and a user needs to log in on device first
// Pair any devices we may have been given.
if (s_InitPairWithDevicesCount > 0)
{
////REVIEW: should AndPairRemainingDevices() require that there is at least one existing
//// device paired to the user that is usable with the given control scheme?
// First make sure that all of the devices actually work with the given control scheme.
// We're fine having to pair additional devices but we don't want the situation where
// we have the player grab all the devices in s_InitPairWithDevices along with a control
// scheme that fits none of them and then AndPairRemainingDevices() supplying the devices
// actually needed by the control scheme.
for (var i = 0; i < s_InitPairWithDevicesCount; ++i)
{
var device = s_InitPairWithDevices[i];
if (!controlScheme.SupportsDevice(device))
return false;
}
// We're good. Give the devices to the user.
for (var i = 0; i < s_InitPairWithDevicesCount; ++i)
{
var device = s_InitPairWithDevices[i];
m_InputUser = InputUser.PerformPairingWithDevice(device, m_InputUser);
}
}
if (!m_InputUser.valid)
m_InputUser = InputUser.CreateUserWithoutPairedDevices();
m_InputUser.ActivateControlScheme(controlScheme).AndPairRemainingDevices();
if (user.hasMissingRequiredDevices)
{
m_InputUser.ActivateControlScheme(null);
m_InputUser.UnpairDevices();
return false;
}
return true;
}
private void AssignPlayerIndex()
{
if (s_InitPlayerIndex != -1)
m_PlayerIndex = s_InitPlayerIndex;
else
{
var minPlayerIndex = int.MaxValue;
var maxPlayerIndex = int.MinValue;
for (var i = 0; i < s_AllActivePlayersCount; ++i)
{
var playerIndex = s_AllActivePlayers[i].playerIndex;
minPlayerIndex = Math.Min(minPlayerIndex, playerIndex);
maxPlayerIndex = Math.Max(maxPlayerIndex, playerIndex);
}
if (minPlayerIndex != int.MaxValue && minPlayerIndex > 0)
{
// There's an index between 0 and the current minimum available.
m_PlayerIndex = minPlayerIndex - 1;
}
else if (maxPlayerIndex != int.MinValue)
{
// There may be an index between the minimum and maximum available.
// Search the range. If there's nothing, create a new maximum.
for (var i = minPlayerIndex; i < maxPlayerIndex; ++i)
{
if (GetPlayerByIndex(i) == null)
{
m_PlayerIndex = i;
return;
}
}
m_PlayerIndex = maxPlayerIndex + 1;
}
else
m_PlayerIndex = 0;
}
}
#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
void Reset()
{
// Set default actions to project wide actions.
m_Actions = InputSystem.actions;
// TODO Need to monitor changes?
}
#endif
private void OnEnable()
{
m_Enabled = true;
using (InputActionRebindingExtensions.DeferBindingResolution())
{
AssignPlayerIndex();
InitializeActions();
AssignUserAndDevices();
ActivateInput();
}
// Split-screen index defaults to player index.
if (s_InitSplitScreenIndex >= 0)
m_SplitScreenIndex = splitScreenIndex;
else
m_SplitScreenIndex = playerIndex;
// Add to global list and sort it by player index.
ArrayHelpers.AppendWithCapacity(ref s_AllActivePlayers, ref s_AllActivePlayersCount, this);
for (var i = 1; i < s_AllActivePlayersCount; ++i)
for (var j = i; j > 0 && s_AllActivePlayers[j - 1].playerIndex > s_AllActivePlayers[j].playerIndex; --j)
s_AllActivePlayers.SwapElements(j, j - 1);
// If it's the first player, hook into user change notifications.
if (s_AllActivePlayersCount == 1)
{
if (s_UserChangeDelegate == null)
s_UserChangeDelegate = OnUserChange;
InputUser.onChange += s_UserChangeDelegate;
}
// In single player, set up for automatic device switching.
if (isSinglePlayer)
{
if (m_Actions != null && m_Actions.controlSchemes.Count == 0)
{
// No control schemes. We pick up whatever is compatible with the bindings
// we have.
StartListeningForDeviceChanges();
}
else if (!neverAutoSwitchControlSchemes)
{
// We have control schemes so we only listen for unpaired device *input*, i.e.
// actual use of an unpaired device (as opposed to it merely getting plugged in).
StartListeningForUnpairedDeviceActivity();
}
}
HandleControlsChanged();
// Trigger join event.
PlayerInputManager.instance?.NotifyPlayerJoined(this);
}
private void StartListeningForUnpairedDeviceActivity()
{
if (m_OnUnpairedDeviceUsedHooked)
return;
if (m_UnpairedDeviceUsedDelegate == null)
m_UnpairedDeviceUsedDelegate = OnUnpairedDeviceUsed;
if (m_PreFilterUnpairedDeviceUsedDelegate == null)
m_PreFilterUnpairedDeviceUsedDelegate = OnPreFilterUnpairedDeviceUsed;
InputUser.onUnpairedDeviceUsed += m_UnpairedDeviceUsedDelegate;
InputUser.onPrefilterUnpairedDeviceActivity += m_PreFilterUnpairedDeviceUsedDelegate;
++InputUser.listenForUnpairedDeviceActivity;
m_OnUnpairedDeviceUsedHooked = true;
}
private void StopListeningForUnpairedDeviceActivity()
{
if (!m_OnUnpairedDeviceUsedHooked)
return;
InputUser.onUnpairedDeviceUsed -= m_UnpairedDeviceUsedDelegate;
InputUser.onPrefilterUnpairedDeviceActivity -= m_PreFilterUnpairedDeviceUsedDelegate;
--InputUser.listenForUnpairedDeviceActivity;
m_OnUnpairedDeviceUsedHooked = false;
}
private void StartListeningForDeviceChanges()
{
if (m_OnDeviceChangeHooked)
return;
if (m_DeviceChangeDelegate == null)
m_DeviceChangeDelegate = OnDeviceChange;
InputSystem.onDeviceChange += m_DeviceChangeDelegate;
m_OnDeviceChangeHooked = true;
}
private void StopListeningForDeviceChanges()
{
if (!m_OnDeviceChangeHooked)
return;
InputSystem.onDeviceChange -= m_DeviceChangeDelegate;
m_OnDeviceChangeHooked = false;
}
private void OnDisable()
{
m_Enabled = false;
// Remove from global list.
var index = ArrayHelpers.IndexOfReference(s_AllActivePlayers, this, s_AllActivePlayersCount);
if (index != -1)
ArrayHelpers.EraseAtWithCapacity(s_AllActivePlayers, ref s_AllActivePlayersCount, index);
// Unhook from change notifications if we're the last player.
if (s_AllActivePlayersCount == 0 && s_UserChangeDelegate != null)
InputUser.onChange -= s_UserChangeDelegate;
StopListeningForUnpairedDeviceActivity();
StopListeningForDeviceChanges();
// Trigger leave event.
PlayerInputManager.instance?.NotifyPlayerLeft(this);
////TODO: ideally, this shouldn't have to resolve at all and instead wait for someone to need the updated setup
// Avoid re-resolving bindings over and over while we disassemble
// the configuration.
using (InputActionRebindingExtensions.DeferBindingResolution())
{
DeactivateInput();
UnassignUserAndDevices();
UninitializeActions();
}
m_PlayerIndex = -1;
}
// ReSharper disable once UnusedMember.Global
/// <summary>
/// Debug helper method that can be hooked up to actions when using <see cref="UnityEngine.InputSystem.PlayerNotifications.InvokeUnityEvents"/>.
/// </summary>
public void DebugLogAction(InputAction.CallbackContext context)
{
Debug.Log(context.ToString());
}
private void HandleDeviceLost()
{
switch (m_NotificationBehavior)
{
case PlayerNotifications.SendMessages:
SendMessage(DeviceLostMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.BroadcastMessages:
BroadcastMessage(DeviceLostMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.InvokeUnityEvents:
m_DeviceLostEvent?.Invoke(this);
break;
case PlayerNotifications.InvokeCSharpEvents:
DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceLostCallbacks, this, "onDeviceLost");
break;
}
}
private void HandleDeviceRegained()
{
switch (m_NotificationBehavior)
{
case PlayerNotifications.SendMessages:
SendMessage(DeviceRegainedMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.BroadcastMessages:
BroadcastMessage(DeviceRegainedMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.InvokeUnityEvents:
m_DeviceRegainedEvent?.Invoke(this);
break;
case PlayerNotifications.InvokeCSharpEvents:
DelegateHelpers.InvokeCallbacksSafe(ref m_DeviceRegainedCallbacks, this, "onDeviceRegained");
break;
}
}
private void HandleControlsChanged()
{
switch (m_NotificationBehavior)
{
case PlayerNotifications.SendMessages:
SendMessage(ControlsChangedMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.BroadcastMessages:
BroadcastMessage(ControlsChangedMessage, this, SendMessageOptions.DontRequireReceiver);
break;
case PlayerNotifications.InvokeUnityEvents:
m_ControlsChangedEvent?.Invoke(this);
break;
case PlayerNotifications.InvokeCSharpEvents:
DelegateHelpers.InvokeCallbacksSafe(ref m_ControlsChangedCallbacks, this, "onControlsChanged");
break;
}
}
private static void OnUserChange(InputUser user, InputUserChange change, InputDevice device)
{
switch (change)
{
case InputUserChange.DeviceLost:
case InputUserChange.DeviceRegained:
for (var i = 0; i < s_AllActivePlayersCount; ++i)
{
var player = s_AllActivePlayers[i];
if (player.m_InputUser == user)
{
if (change == InputUserChange.DeviceLost)
player.HandleDeviceLost();
else if (change == InputUserChange.DeviceRegained)
player.HandleDeviceRegained();
}
}
break;
case InputUserChange.ControlsChanged:
for (var i = 0; i < s_AllActivePlayersCount; ++i)
{
var player = s_AllActivePlayers[i];
if (player.m_InputUser == user)
player.HandleControlsChanged();
}
break;
}
}
private static bool OnPreFilterUnpairedDeviceUsed(InputDevice device, InputEventPtr eventPtr)
{
// Early out if the device isn't usable with any of our control schemes.
var actions = all[0].actions;
return actions != null && actions.IsUsableWithDevice(device);
}
private void OnUnpairedDeviceUsed(InputControl control, InputEventPtr eventPtr)
{
// We only support automatic control scheme switching in single player mode.
// OnEnable() should automatically unhook us.
if (!isSinglePlayer || neverAutoSwitchControlSchemes)
return;
var player = all[0];
var actions = player.m_Actions;
if (actions == null)
return;
var device = control.device;
using (InputActionRebindingExtensions.DeferBindingResolution())
using (var availableDevices = InputUser.GetUnpairedInputDevices())
{
// Put our device first in the list to make sure it's the first one picked for a match.
if (availableDevices.Count > 1)
{
var indexOfDevice = availableDevices.IndexOf(device);
Debug.Assert(indexOfDevice != -1, "Did not find unpaired device in list of unpaired devices");
availableDevices.SwapElements(0, indexOfDevice);
}
// Add all devices currently already paired to us. This avoids us preventing
// control schemes switches because of devices we're looking for already being
// paired to us.
var currentDevices = player.devices;
for (var i = 0; i < currentDevices.Count; ++i)
availableDevices.Add(currentDevices[i]);
// Find the best control scheme to use.
if (InputControlScheme.FindControlSchemeForDevices(availableDevices, player.m_Actions.controlSchemes,
out var controlScheme, out var matchResult, mustIncludeDevice: device))
{
try
{
// First remove the currently paired devices.
var userValid = player.user.valid;
if (userValid)
player.user.UnpairDevices();
// Then pair devices that we've picked according to the control scheme.
var newDevices = matchResult.devices;
Debug.Assert(newDevices.Count > 0, "Expecting to see at least one device here");
for (var i = 0; i < newDevices.Count; ++i)
{
player.m_InputUser = InputUser.PerformPairingWithDevice(newDevices[i], user: player.m_InputUser);
if (!userValid && player.actions != null)
player.m_InputUser.AssociateActionsWithUser(player.actions);
}
// And finally switch to the new control scheme.
player.user.ActivateControlScheme(controlScheme);
}
finally
{
matchResult.Dispose();
}
}
}
}
private void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
// If a device was added and we have no control schemes in the actions and we're in
// single-player mode, pair the device to the player if it works with the bindings we have.
if (change == InputDeviceChange.Added &&
isSinglePlayer &&
m_Actions != null && m_Actions.controlSchemes.Count == 0 &&
HaveBindingForDevice(device) &&
m_InputUser.valid)
{
InputUser.PerformPairingWithDevice(device, user: m_InputUser);
}
}
private void SwitchControlSchemeInternal(ref InputControlScheme controlScheme, params InputDevice[] devices)
{
Debug.Assert(devices != null);
// Note that we are doing two somwhat uncorrelated actions here:
// - Switching control scheme
// - Explicitly pairing with given devices regardless if making sense with respect to control scheme
using (InputActionRebindingExtensions.DeferBindingResolution())
{
// Unpair device previously paired but not part of given devices to pair with
for (var i = user.pairedDevices.Count - 1; i >= 0; --i)
{
if (!devices.ContainsReference(user.pairedDevices[i]))
user.UnpairDevice(user.pairedDevices[i]);
}
// Pair devices not previously paired but that are part of given devices to pair with
foreach (var device in devices)
{
if (!user.pairedDevices.ContainsReference(device))
InputUser.PerformPairingWithDevice(device, user: user);
}
// Only activate control scheme if its a different scheme
if (!user.controlScheme.HasValue || !user.controlScheme.Value.Equals(controlScheme))
user.ActivateControlScheme(controlScheme);
}
}
[Serializable]
public class ActionEvent : UnityEvent<InputAction.CallbackContext>
{
public string actionId => m_ActionId;
public string actionName => m_ActionName;
[SerializeField] private string m_ActionId;
[SerializeField] private string m_ActionName;
public ActionEvent()
{
}
public ActionEvent(InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (action.isSingletonAction)
throw new ArgumentException($"Action must be part of an asset (given action '{action}' is a singleton)");
if (action.actionMap.asset == null)
throw new ArgumentException($"Action must be part of an asset (given action '{action}' is not)");
m_ActionId = action.id.ToString();
m_ActionName = $"{action.actionMap.name}/{action.name}";
}
public ActionEvent(Guid actionGUID, string name = null)
{
m_ActionId = actionGUID.ToString();
m_ActionName = name;
}
}
/// <summary>
/// Event that is triggered when an <see cref="InputDevice"/> paired to a <see cref="PlayerInput"/> is disconnected.
/// </summary>
/// <seealso cref="deviceLostEvent"/>
[Serializable]
public class DeviceLostEvent : UnityEvent<PlayerInput>
{
}
/// <summary>
/// Event that is triggered when a <see cref="PlayerInput"/> regains an <see cref="InputDevice"/> previously lost.
/// </summary>
/// <seealso cref="deviceRegainedEvent"/>
[Serializable]
public class DeviceRegainedEvent : UnityEvent<PlayerInput>
{
}
/// <summary>
/// Event that is triggered when the set of controls used by a <see cref="PlayerInput"/> changes.
/// </summary>
/// <seealso cref="controlsChangedEvent"/>
[Serializable]
public class ControlsChangedEvent : UnityEvent<PlayerInput>
{
}
}
}