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18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | // This example demonstrates how to display text in the UI that involves action bindings.
// When the player switches control schemes or customizes controls (the latter is not set up
// in this example but if supported, would work with the existing code as is), text that
// is shown to the user may be affected.
//
// In the example, the player is able to move around the world and look at objects (simple
// cubes). When an object is in sight, the player can pick the object with a button. While
// having an object picked up, the player can then either throw the object or drop it back
// on the ground.
//
// Depending on the current context, we display hints in the UI that reflect the currently
// active bindings.
using UnityEngine.UI;
namespace UnityEngine.InputSystem.Samples.InGameHints
{
public class InGameHintsExample : MonoBehaviour
{
public Text helpText;
public float moveSpeed;
public float rotateSpeed;
public float throwForce;
public float pickupDistance;
public float holdDistance;
private Vector2 m_Rotation;
private enum State
{
Wandering,
ObjectInSights,
ObjectPickedUp
}
private PlayerInput m_PlayerInput;
private State m_CurrentState;
private Transform m_CurrentObject;
private MaterialPropertyBlock m_PropertyBlock;
// Cached help texts so that we don't generate garbage all the time. Could even cache them by control
// scheme to not create garbage during control scheme switching but we consider control scheme switches
// rare so not worth the extra cost in complexity and memory.
private string m_LookAtObjectHelpText;
private string m_ThrowObjectHelpText;
private const string kDefaultHelpTextFormat = "Move close to one of the cubes and look at it to pick up";
private const string kLookAtObjectHelpTextFormat = "Press {pickup} to pick object up";
private const string kThrowObjectHelpTextFormat = "Press {throw} to throw object; press {drop} to drop object";
public void Awake()
{
m_PlayerInput = GetComponent<PlayerInput>();
}
public void OnEnable()
{
ChangeState(State.Wandering);
}
// This is invoked by PlayerInput when the controls on the player change. If the player switches control
// schemes or keyboard layouts, we end up here and re-generate our hints.
public void OnControlsChanged()
{
UpdateUIHints(regenerate: true); // Force re-generation of our cached text strings to pick up new bindings.
}
private int m_UpdateCount;
public void Update()
{
var move = m_PlayerInput.actions["move"].ReadValue<Vector2>();
var look = m_PlayerInput.actions["look"].ReadValue<Vector2>();
Move(move);
Look(look);
switch (m_CurrentState)
{
case State.Wandering:
case State.ObjectInSights:
// While looking around for an object to pick up, we constantly raycast into the world.
if (Physics.Raycast(transform.position, transform.forward, out var hitInfo,
pickupDistance) && !hitInfo.collider.gameObject.isStatic)
{
if (m_CurrentState != State.ObjectInSights)
ChangeState(State.ObjectInSights);
m_CurrentObject = hitInfo.transform;
// Set a custom color override on the object by installing our property block.
if (m_PropertyBlock == null)
{
m_PropertyBlock = new MaterialPropertyBlock();
m_PropertyBlock.SetColor("_Color", new Color(0.75f, 0, 0));
}
m_CurrentObject.GetComponent<MeshRenderer>().SetPropertyBlock(m_PropertyBlock);
}
else if (m_CurrentState != State.Wandering)
{
// No longer have object in sight.
ChangeState(State.Wandering);
if (m_CurrentObject != null)
{
// Clear property block on renderer to get rid of our custom color override.
m_CurrentObject.GetComponent<Renderer>().SetPropertyBlock(null);
m_CurrentObject = null;
}
}
if (m_PlayerInput.actions["pickup"].triggered && m_CurrentObject != null)
{
PickUp();
ChangeState(State.ObjectPickedUp);
}
break;
case State.ObjectPickedUp:
// If the player hits the throw button, throw the currently carried object.
// For this example, let's call this good enough. In a real game, we'd want to avoid the raycast
if (m_PlayerInput.actions["throw"].triggered)
{
Throw();
ChangeState(State.Wandering);
}
else if (m_PlayerInput.actions["drop"].triggered)
{
Throw(drop: true);
ChangeState(State.Wandering);
}
break;
}
}
private void ChangeState(State newState)
{
switch (newState)
{
case State.Wandering:
break;
case State.ObjectInSights:
break;
case State.ObjectPickedUp:
break;
}
m_CurrentState = newState;
UpdateUIHints();
}
private void UpdateUIHints(bool regenerate = false)
{
if (regenerate)
{
m_ThrowObjectHelpText = default;
m_LookAtObjectHelpText = default;
}
switch (m_CurrentState)
{
case State.ObjectInSights:
if (m_LookAtObjectHelpText == null)
m_LookAtObjectHelpText = kLookAtObjectHelpTextFormat.Replace("{pickup}",
m_PlayerInput.actions["pickup"].GetBindingDisplayString());
helpText.text = m_LookAtObjectHelpText;
break;
case State.ObjectPickedUp:
if (m_ThrowObjectHelpText == null)
m_ThrowObjectHelpText = kThrowObjectHelpTextFormat
.Replace("{throw}", m_PlayerInput.actions["throw"].GetBindingDisplayString())
.Replace("{drop}", m_PlayerInput.actions["drop"].GetBindingDisplayString());
helpText.text = m_ThrowObjectHelpText;
break;
default:
helpText.text = kDefaultHelpTextFormat;
break;
}
}
// Throw or drop currently picked up object.
private void Throw(bool drop = false)
{
// Unmount it.
m_CurrentObject.parent = null;
// Turn physics back on.
var rigidBody = m_CurrentObject.GetComponent<Rigidbody>();
rigidBody.isKinematic = false;
// Apply force.
if (!drop)
rigidBody.AddForce(transform.forward * throwForce, ForceMode.Impulse);
m_CurrentObject = null;
}
private void PickUp()
{
// Mount to our transform.
m_CurrentObject.position = default;
m_CurrentObject.SetParent(transform, worldPositionStays: false);
m_CurrentObject.localPosition += new Vector3(0, 0, holdDistance);
// Remove color override.
m_CurrentObject.GetComponent<Renderer>().SetPropertyBlock(null);
// We don't want the object to be governed by physics while we hold it so turn it into a
// kinematics body.
m_CurrentObject.GetComponent<Rigidbody>().isKinematic = true;
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
}
}
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