IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Actions/Interactions/TapInteraction.cs

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2024-10-11 10:12:15 +08:00
using System;
using System.ComponentModel;
using UnityEngine.InputSystem.Controls;
using UnityEngine.Scripting;
#if UNITY_EDITOR
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
#endif
namespace UnityEngine.InputSystem.Interactions
{
/// <summary>
/// Performs the action if the control is pressed held for at least the set
/// duration (which defaults to <see cref="InputSettings.defaultTapTime"/>)
/// and then released.
/// </summary>
[DisplayName("Tap")]
public class TapInteraction : IInputInteraction
{
////REVIEW: this should be called tapTime
/// <summary>
/// The time in seconds within which the control needs to be pressed and released to perform the interaction.
/// </summary>
/// <remarks>
/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultTapTime"/>) instead.
/// </remarks>
public float duration;
/// <summary>
/// The press point required to perform the interaction.
/// </summary>
/// <remarks>
/// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
/// value to perform the interaction.
/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
/// </remarks>
public float pressPoint;
private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultTapTime;
private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
private double m_TapStartTime;
////TODO: make sure 2d doesn't move too far
public void Process(ref InputInteractionContext context)
{
if (context.timerHasExpired)
{
context.Canceled();
return;
}
if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
{
m_TapStartTime = context.time;
// Set timeout slightly after duration so that if tap comes in exactly at the expiration
// time, it still counts as a valid tap.
context.Started();
context.SetTimeout(durationOrDefault + 0.00001f);
return;
}
if (context.isStarted && !context.ControlIsActuated(releasePointOrDefault))
{
if (context.time - m_TapStartTime <= durationOrDefault)
{
context.Performed();
}
else
{
////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
context.Canceled();
}
}
}
public void Reset()
{
m_TapStartTime = 0;
}
}
#if UNITY_EDITOR
internal class TapInteractionEditor : InputParameterEditor<TapInteraction>
{
protected override void OnEnable()
{
m_DurationSetting.Initialize("Max Tap Duration",
"Time (in seconds) within with a control has to be released again for it to register as a tap. If the control is held "
+ "for longer than this time, the tap is canceled.",
"Default Tap Time",
() => target.duration, x => target.duration = x, () => InputSystem.settings.defaultTapTime);
m_PressPointSetting.Initialize("Press Point",
"The amount of actuation a control requires before being considered pressed. If not set, default to "
+ "'Default Button Press Point' in the global input settings.",
"Default Button Press Point",
() => target.pressPoint, v => target.pressPoint = v,
() => InputSystem.settings.defaultButtonPressPoint);
}
public override void OnGUI()
{
m_DurationSetting.OnGUI();
m_PressPointSetting.OnGUI();
}
#if UNITY_INPUT_SYSTEM_UI_TK_ASSET_EDITOR
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
}
#endif
private CustomOrDefaultSetting m_DurationSetting;
private CustomOrDefaultSetting m_PressPointSetting;
}
#endif
}