56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
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using UnityEngine.Scripting;
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////TODO: move clamping settings into struct and add process function; then embed both here and in AxisControl
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namespace UnityEngine.InputSystem.Processors
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{
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/// <summary>
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/// Clamp a floating-point input to between <see cref="min"/> and <see cref="max"/>. This is equivalent
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/// to <c>Mathf.Clamp(value, min, max)</c>.
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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 "clamp" by default.
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///
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/// Note that no normalization is performed. If you want to re-normalize the input value after clamping,
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/// add a <see cref="NormalizeProcessor"/>. Alternatively, add a <see cref="AxisDeadzoneProcessor"/> which
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/// both clamps and normalizes.
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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 never drops below 0.3 and never goes
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/// // above 0.7.
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/// new InputAction(binding: "<Gamepad>/rightTrigger", processors: "clamp(min=0.3,max=0.7)");
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/// </example>
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/// </remarks>
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public class ClampProcessor : InputProcessor<float>
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{
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/// <summary>
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/// Minimum value (inclusive!) of the accepted value range.
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/// </summary>
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public float min;
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/// <summary>
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/// Maximum value (inclusive!) of the accepted value range.
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/// </summary>
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public float max;
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/// <summary>
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/// Clamp <paramref name="value"/> to the range of <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>Clamped value.</returns>
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public override float Process(float value, InputControl control)
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{
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return Mathf.Clamp(value, min, max);
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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 $"Clamp(min={min},max={max})";
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}
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}
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}
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