IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/OnScreen/OnScreenButton.cs

51 lines
1.5 KiB
C#
Raw Normal View History

2024-10-11 10:12:15 +08:00
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem.Layouts;
////TODO: custom icon for OnScreenButton component
namespace UnityEngine.InputSystem.OnScreen
{
/// <summary>
/// A button that is visually represented on-screen and triggered by touch or other pointer
/// input.
/// </summary>
[AddComponentMenu("Input/On-Screen Button")]
[HelpURL(InputSystem.kDocUrl + "/manual/OnScreen.html#on-screen-buttons")]
public class OnScreenButton : OnScreenControl, IPointerDownHandler, IPointerUpHandler
{
public void OnPointerUp(PointerEventData eventData)
{
SendValueToControl(0.0f);
}
public void OnPointerDown(PointerEventData eventData)
{
SendValueToControl(1.0f);
}
////TODO: pressure support
/*
/// <summary>
/// If true, the button's value is driven from the pressure value of touch or pen input.
/// </summary>
/// <remarks>
/// This essentially allows having trigger-like buttons as on-screen controls.
/// </remarks>
[SerializeField] private bool m_UsePressure;
*/
[InputControl(layout = "Button")]
[SerializeField]
private string m_ControlPath;
protected override string controlPathInternal
{
get => m_ControlPath;
set => m_ControlPath = value;
}
}
}
#endif