Maze / Library /PackageCache /com.unity.inputsystem@1.6.1 /InputSystem /Actions /Composites /Vector3Composite.cs
| using System; | |
| using System.ComponentModel; | |
| using UnityEngine.InputSystem.Layouts; | |
| using UnityEngine.InputSystem.Utilities; | |
| using UnityEngine.Scripting; | |
| using UnityEditor; | |
| using UnityEngine.InputSystem.Editor; | |
| using UnityEngine.UIElements; | |
| using UnityEditor.UIElements; | |
| namespace UnityEngine.InputSystem.Composites | |
| { | |
| /// <summary> | |
| /// A 3D vector formed from six floating-point inputs. | |
| /// </summary> | |
| /// <remarks> | |
| /// Depending on the setting of <see cref="mode"/>, the vector is either in the [-1..1] | |
| /// range on each axis (normalized or not depending on <see cref="mode"/>) or is in the | |
| /// full value range of the input controls. | |
| /// | |
| /// <example> | |
| /// <code> | |
| /// action.AddCompositeBinding("3DVector") | |
| /// .With("Forward", "<Keyboard>/w") | |
| /// .With("Backward", "<Keyboard>/s") | |
| /// .With("Left", "<Keyboard>/a") | |
| /// .With("Right", "<Keyboard>/d") | |
| /// .With("Up", "<Keyboard>/q") | |
| /// .With("Down", "<Keyboard>/e"); | |
| /// </code> | |
| /// </example> | |
| /// </remarks> | |
| /// <seealso cref="Vector2Composite"/> | |
| [] | |
| [] | |
| public class Vector3Composite : InputBindingComposite<Vector3> | |
| { | |
| /// <summary> | |
| /// Binding for the button that represents the up (that is, <c>(0,1,0)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int up; | |
| /// <summary> | |
| /// Binding for the button that represents the down (that is, <c>(0,-1,0)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int down; | |
| /// <summary> | |
| /// Binding for the button that represents the left (that is, <c>(-1,0,0)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int left; | |
| /// <summary> | |
| /// Binding for the button that represents the right (that is, <c>(1,0,0)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int right; | |
| /// <summary> | |
| /// Binding for the button that represents the right (that is, <c>(0,0,1)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int forward; | |
| /// <summary> | |
| /// Binding for the button that represents the right (that is, <c>(0,0,-1)</c>) direction of the vector. | |
| /// </summary> | |
| /// <remarks> | |
| /// This property is automatically assigned by the input system. | |
| /// </remarks> | |
| // ReSharper disable once MemberCanBePrivate.Global | |
| // ReSharper disable once FieldCanBeMadeReadOnly.Global | |
| [] public int backward; | |
| /// <summary> | |
| /// How to synthesize a <c>Vector3</c> from the values read from <see cref="up"/>, <see cref="down"/>, | |
| /// <see cref="left"/>, <see cref="right"/>, <see cref="forward"/>, and <see cref="backward"/>. | |
| /// </summary> | |
| /// <value>Determines how X, Y, and Z of the resulting <c>Vector3</c> are formed from input values.</value> | |
| public Mode mode = Mode.Analog; | |
| /// <inheritdoc/> | |
| public override Vector3 ReadValue(ref InputBindingCompositeContext context) | |
| { | |
| if (mode == Mode.Analog) | |
| { | |
| var upValue = context.ReadValue<float>(up); | |
| var downValue = context.ReadValue<float>(down); | |
| var leftValue = context.ReadValue<float>(left); | |
| var rightValue = context.ReadValue<float>(right); | |
| var forwardValue = context.ReadValue<float>(forward); | |
| var backwardValue = context.ReadValue<float>(backward); | |
| return new Vector3(rightValue - leftValue, upValue - downValue, forwardValue - backwardValue); | |
| } | |
| else | |
| { | |
| var upValue = context.ReadValueAsButton(up) ? 1f : 0f; | |
| var downValue = context.ReadValueAsButton(down) ? -1f : 0f; | |
| var leftValue = context.ReadValueAsButton(left) ? -1f : 0f; | |
| var rightValue = context.ReadValueAsButton(right) ? 1f : 0f; | |
| var forwardValue = context.ReadValueAsButton(forward) ? 1f : 0f; | |
| var backwardValue = context.ReadValueAsButton(backward) ? -1f : 0f; | |
| var vector = new Vector3(leftValue + rightValue, upValue + downValue, forwardValue + backwardValue); | |
| if (mode == Mode.DigitalNormalized) | |
| vector = vector.normalized; | |
| return vector; | |
| } | |
| } | |
| /// <summary> | |
| /// Determines how a <c>Vector3</c> is synthesized from part controls. | |
| /// </summary> | |
| public enum Mode | |
| { | |
| /// <summary> | |
| /// Part controls are treated as analog meaning that the floating-point values read from controls | |
| /// will come through as is (minus the fact that the down and left direction values are negated). | |
| /// </summary> | |
| Analog, | |
| /// <summary> | |
| /// Part controls are treated as buttons (on/off) and the resulting vector is normalized. This means | |
| /// that if, for example, both left and up are pressed, instead of returning a vector (-1,1,0), a vector | |
| /// of roughly (-0.7,0.7,0) (that is, corresponding to <c>new Vector3(-1,1,0).normalized</c>) is returned instead. | |
| /// </summary> | |
| DigitalNormalized, | |
| /// <summary> | |
| /// Part controls are treated as buttons (on/off) and the resulting vector is not normalized. This means | |
| /// that if both left and up are pressed, for example, the resulting vector is (-1,1,0) and has a length | |
| /// greater than 1. | |
| /// </summary> | |
| Digital, | |
| } | |
| } | |
| internal class Vector3CompositeEditor : InputParameterEditor<Vector2Composite> | |
| { | |
| private GUIContent m_ModeLabel = new GUIContent("Mode", | |
| "How to synthesize a Vector3 from the inputs. Digital " | |
| + "treats part bindings as buttons (on/off) whereas Analog preserves " | |
| + "floating-point magnitudes as read from controls."); | |
| public override void OnGUI() | |
| { | |
| target.mode = (Vector2Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode); | |
| } | |
| public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback) | |
| { | |
| var modeField = new EnumField("Mode", target.mode) | |
| { | |
| tooltip = m_ModeLabel.text | |
| }; | |
| modeField.RegisterValueChangedCallback(evt => | |
| { | |
| target.mode = (Vector2Composite.Mode)evt.newValue; | |
| onChangedCallback(); | |
| }); | |
| root.Add(modeField); | |
| } | |
| } | |
| } | |