802 lines
34 KiB
C#
802 lines
34 KiB
C#
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using System;
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using UnityEngine.Events;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Users;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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////REVIEW: should we automatically pool/retain up to maxPlayerCount player instances?
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////REVIEW: the join/leave messages should probably give a *GameObject* rather than the PlayerInput component (which can be gotten to via a simple GetComponent(InChildren) call)
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////TODO: add support for reacting to players missing devices
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Manages joining and leaving of players.
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/// </summary>
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/// <remarks>
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/// This is a singleton component. Only one instance is meant to be active in a game
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/// at any one time. To retrieve the current instance, use <see cref="instance"/>.
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///
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/// Note that a PlayerInputManager is not strictly required to have multiple <see cref="PlayerInput"/> components.
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/// What PlayerInputManager provides is the implementation of specific player join mechanisms
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/// (<see cref="joinBehavior"/>) as well as automatic assignment of split-screen areas (<see cref="splitScreen"/>).
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/// However, you can always implement your own custom logic instead and simply instantiate multiple GameObjects with
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/// <see cref="PlayerInput"/> yourself.
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/// </remarks>
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[AddComponentMenu("Input/Player Input Manager")]
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[HelpURL(InputSystem.kDocUrl + "/manual/PlayerInputManager.html")]
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public class PlayerInputManager : MonoBehaviour
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{
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/// <summary>
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/// Name of the message that is sent when a player joins the game.
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/// </summary>
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public const string PlayerJoinedMessage = "OnPlayerJoined";
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public const string PlayerLeftMessage = "OnPlayerLeft";
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/// <summary>
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/// If enabled, each player will automatically be assigned a portion of the available screen area.
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/// </summary>
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/// <remarks>
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/// For this to work, each <see cref="PlayerInput"/> component must have an associated <see cref="Camera"/>
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/// object through <see cref="PlayerInput.camera"/>.
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///
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/// Note that as player join, the screen may be increasingly subdivided and players may see their
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/// previous screen area getting resized.
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/// </remarks>
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public bool splitScreen
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{
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get => m_SplitScreen;
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set
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{
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if (m_SplitScreen == value)
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return;
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m_SplitScreen = value;
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if (!m_SplitScreen)
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{
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// Reset rects on all player cameras.
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foreach (var player in PlayerInput.all)
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{
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var camera = player.camera;
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if (camera != null)
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camera.rect = new Rect(0, 0, 1, 1);
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}
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}
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else
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{
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UpdateSplitScreen();
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}
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}
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}
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////REVIEW: we probably need support for filling unused screen areas automatically
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/// <summary>
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/// If <see cref="splitScreen"/> is enabled, this property determines whether subdividing the screen is allowed to
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/// produce screen areas that have an aspect ratio different from the screen resolution.
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/// </summary>
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/// <remarks>
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/// By default, when <see cref="splitScreen"/> is enabled, the manager will add or remove screen subdivisions in
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/// steps of two. This means that when, for example, the second player is added, the screen will be subdivided into
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/// a left and a right screen area; the left one allocated to the first player and the right one allocated to the
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/// second player.
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///
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/// This behavior makes optimal use of screen real estate but will result in screen areas that have aspect ratios
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/// different from the screen resolution. If this is not acceptable, this property can be set to true to enforce
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/// split-screen to only create screen areas that have the same aspect ratio of the screen.
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///
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/// This results in the screen being subdivided more aggressively. When, for example, a second player is added,
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/// the screen will immediately be divided into a four-way split-screen setup with the lower two screen areas
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/// not being used.
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///
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/// This property is irrelevant if <see cref="fixedNumberOfSplitScreens"/> is used.
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/// </remarks>
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public bool maintainAspectRatioInSplitScreen => m_MaintainAspectRatioInSplitScreen;
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/// <summary>
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/// If <see cref="splitScreen"/> is enabled, this property determines how many screen divisions there will be.
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/// </summary>
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/// <remarks>
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/// This is only used if <see cref="splitScreen"/> is true.
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///
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/// By default this is set to -1 which means the screen will automatically be divided to best fit the
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/// current number of players i.e. the highest player index in <see cref="PlayerInput"/>
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/// </remarks>
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public int fixedNumberOfSplitScreens => m_FixedNumberOfSplitScreens;
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/// <summary>
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/// The normalized screen rectangle available for allocating player split-screens into.
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/// </summary>
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/// <remarks>
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/// This is only used if <see cref="splitScreen"/> is true.
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///
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/// By default it is set to <c>(0,0,1,1)</c>, i.e. the entire screen area will be used for player screens.
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/// If, for example, part of the screen should display a UI/information shared by all players, this
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/// property can be used to cut off the area and not have it used by PlayerInputManager.
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/// </remarks>
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public Rect splitScreenArea => m_SplitScreenRect;
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/// <summary>
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/// The current number of active players.
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/// </summary>
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/// <remarks>
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/// This count corresponds to all <see cref="PlayerInput"/> instances that are currently enabled.
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/// </remarks>
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public int playerCount => PlayerInput.s_AllActivePlayersCount;
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////FIXME: this needs to be settable
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/// <summary>
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/// Maximum number of players allowed concurrently in the game.
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/// </summary>
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/// <remarks>
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/// If this limit is reached, joining is turned off automatically.
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///
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/// By default this is set to -1. Any negative value deactivates the player limit and allows
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/// arbitrary many players to join.
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/// </remarks>
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public int maxPlayerCount => m_MaxPlayerCount;
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/// <summary>
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/// Whether new players can currently join.
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/// </summary>
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/// <remarks>
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/// While this is true, new players can join via the mechanism determined by <see cref="joinBehavior"/>.
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/// </remarks>
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/// <seealso cref="EnableJoining"/>
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/// <seealso cref="DisableJoining"/>
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public bool joiningEnabled => m_AllowJoining;
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/// <summary>
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/// Determines the mechanism by which players can join when joining is enabled (<see cref="joiningEnabled"/>).
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/// </summary>
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/// <remarks>
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/// </remarks>
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public PlayerJoinBehavior joinBehavior
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{
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get => m_JoinBehavior;
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set
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{
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if (m_JoinBehavior == value)
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return;
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var joiningEnabled = m_AllowJoining;
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if (joiningEnabled)
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DisableJoining();
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m_JoinBehavior = value;
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if (joiningEnabled)
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EnableJoining();
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}
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}
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/// <summary>
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/// The input action that a player must trigger to join the game.
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/// </summary>
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/// <remarks>
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/// If the join action is a reference to an existing input action, it will be cloned when the PlayerInputManager
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/// is enabled. This avoids the situation where the join action can become disabled after the first user joins which
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/// can happen when the join action is the same as a player in-game action. When a player joins, input bindings from
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/// devices other than the device they joined with are disabled. If the join action had a binding for keyboard and one
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/// for gamepad for example, and the first player joined using the keyboard, the expectation is that the next player
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/// could still join by pressing the gamepad join button. Without the cloning behavior, the gamepad input would have
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/// been disabled.
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///
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/// For more details about joining behavior, see <see cref="PlayerInput"/>.
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/// </remarks>
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public InputActionProperty joinAction
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{
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get => m_JoinAction;
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set
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{
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if (m_JoinAction == value)
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return;
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////REVIEW: should we suppress notifications for temporary disables?
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var joinEnabled = m_AllowJoining && m_JoinBehavior == PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered;
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if (joinEnabled)
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DisableJoining();
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m_JoinAction = value;
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if (joinEnabled)
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EnableJoining();
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}
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}
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public PlayerNotifications notificationBehavior
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{
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get => m_NotificationBehavior;
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set => m_NotificationBehavior = value;
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}
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public PlayerJoinedEvent playerJoinedEvent
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{
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get
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{
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if (m_PlayerJoinedEvent == null)
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m_PlayerJoinedEvent = new PlayerJoinedEvent();
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return m_PlayerJoinedEvent;
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}
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}
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public PlayerLeftEvent playerLeftEvent
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{
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get
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{
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if (m_PlayerLeftEvent == null)
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m_PlayerLeftEvent = new PlayerLeftEvent();
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return m_PlayerLeftEvent;
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}
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}
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public event Action<PlayerInput> onPlayerJoined
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{
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add
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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m_PlayerJoinedCallbacks.AddCallback(value);
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}
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remove
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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m_PlayerJoinedCallbacks.RemoveCallback(value);
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}
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}
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public event Action<PlayerInput> onPlayerLeft
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{
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add
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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m_PlayerLeftCallbacks.AddCallback(value);
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}
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remove
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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m_PlayerLeftCallbacks.RemoveCallback(value);
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}
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}
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/// <summary>
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/// Reference to the prefab that the manager will instantiate when players join.
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/// </summary>
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/// <value>Prefab to instantiate for new players.</value>
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public GameObject playerPrefab
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{
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get => m_PlayerPrefab;
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set => m_PlayerPrefab = value;
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}
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/// <summary>
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/// Singleton instance of the manager.
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/// </summary>
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/// <value>Singleton instance or null.</value>
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public static PlayerInputManager instance { get; private set; }
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/// <summary>
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/// Allow players to join the game based on <see cref="joinBehavior"/>.
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/// </summary>
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/// <seealso cref="DisableJoining"/>
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/// <seealso cref="joiningEnabled"/>
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public void EnableJoining()
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{
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switch (m_JoinBehavior)
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{
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case PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed:
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ValidateInputActionAsset();
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if (!m_UnpairedDeviceUsedDelegateHooked)
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{
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if (m_UnpairedDeviceUsedDelegate == null)
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m_UnpairedDeviceUsedDelegate = OnUnpairedDeviceUsed;
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InputUser.onUnpairedDeviceUsed += m_UnpairedDeviceUsedDelegate;
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m_UnpairedDeviceUsedDelegateHooked = true;
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++InputUser.listenForUnpairedDeviceActivity;
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}
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break;
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case PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered:
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// Hook into join action if we have one.
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if (m_JoinAction.action != null)
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{
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if (!m_JoinActionDelegateHooked)
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{
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if (m_JoinActionDelegate == null)
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m_JoinActionDelegate = JoinPlayerFromActionIfNotAlreadyJoined;
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m_JoinAction.action.performed += m_JoinActionDelegate;
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m_JoinActionDelegateHooked = true;
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}
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m_JoinAction.action.Enable();
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}
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else
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{
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Debug.LogError(
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$"No join action configured on PlayerInputManager but join behavior is set to {nameof(PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered)}",
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this);
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}
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break;
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}
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m_AllowJoining = true;
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}
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/// <summary>
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/// Inhibit players from joining the game.
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/// </summary>
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/// <seealso cref="EnableJoining"/>
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/// <seealso cref="joiningEnabled"/>
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public void DisableJoining()
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{
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switch (m_JoinBehavior)
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{
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case PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed:
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if (m_UnpairedDeviceUsedDelegateHooked)
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{
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InputUser.onUnpairedDeviceUsed -= m_UnpairedDeviceUsedDelegate;
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m_UnpairedDeviceUsedDelegateHooked = false;
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--InputUser.listenForUnpairedDeviceActivity;
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}
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break;
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case PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered:
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if (m_JoinActionDelegateHooked)
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{
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var joinAction = m_JoinAction.action;
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if (joinAction != null)
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m_JoinAction.action.performed -= m_JoinActionDelegate;
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m_JoinActionDelegateHooked = false;
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}
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m_JoinAction.action?.Disable();
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break;
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}
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m_AllowJoining = false;
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}
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////TODO
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/// <summary>
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/// Join a new player based on input on a UI element.
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/// </summary>
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/// <remarks>
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/// This should be called directly from a UI callback such as <see cref="Button.onClick"/>. The device
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/// that the player joins with is taken from the device that was used to interact with the UI element.
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/// </remarks>
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internal void JoinPlayerFromUI()
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{
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if (!CheckIfPlayerCanJoin())
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return;
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//find used device; InputSystemUIInputModule should probably make that available
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throw new NotImplementedException();
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}
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/// <summary>
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/// Join a new player based on input received through an <see cref="InputAction"/>.
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/// </summary>
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/// <param name="context"></param>
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/// <remarks>
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/// </remarks>
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public void JoinPlayerFromAction(InputAction.CallbackContext context)
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{
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if (!CheckIfPlayerCanJoin())
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return;
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var device = context.control.device;
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JoinPlayer(pairWithDevice: device);
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}
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public void JoinPlayerFromActionIfNotAlreadyJoined(InputAction.CallbackContext context)
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{
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if (!CheckIfPlayerCanJoin())
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return;
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var device = context.control.device;
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if (PlayerInput.FindFirstPairedToDevice(device) != null)
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return;
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JoinPlayer(pairWithDevice: device);
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}
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/// <summary>
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/// Spawn a new player from <see cref="playerPrefab"/>.
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/// </summary>
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/// <param name="playerIndex">Optional explicit <see cref="PlayerInput.playerIndex"/> to assign to the player. Must be unique within
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/// <see cref="PlayerInput.all"/>. If not supplied, a player index will be assigned automatically (smallest unused index will be used).</param>
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/// <param name="splitScreenIndex">Optional <see cref="PlayerInput.splitScreenIndex"/>. If supplied, this assigns a split-screen area to the player. For example,
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/// a split-screen index of </param>
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/// <param name="controlScheme">Control scheme to activate on the player (optional). If not supplied, a control scheme will
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/// be selected based on <paramref name="pairWithDevice"/>. If no device is given either, the first control scheme that matches
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/// the currently available unpaired devices (see <see cref="InputUser.GetUnpairedInputDevices()"/>) is used.</param>
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/// <param name="pairWithDevice">Device to pair to the player. Also determines which control scheme to use if <paramref name="controlScheme"/>
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/// is not given.</param>
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/// <returns>The newly instantiated player or <c>null</c> if joining failed.</returns>
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/// <remarks>
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/// Joining must be enabled (see <see cref="joiningEnabled"/>) or the method will fail.
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///
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/// To pair multiple devices, use <see cref="JoinPlayer(int,int,string,InputDevice[])"/>.
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/// </remarks>
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public PlayerInput JoinPlayer(int playerIndex = -1, int splitScreenIndex = -1, string controlScheme = null, InputDevice pairWithDevice = null)
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{
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if (!CheckIfPlayerCanJoin(playerIndex))
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return null;
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PlayerInput.s_DestroyIfDeviceSetupUnsuccessful = true;
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return PlayerInput.Instantiate(m_PlayerPrefab, playerIndex: playerIndex, splitScreenIndex: splitScreenIndex,
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controlScheme: controlScheme, pairWithDevice: pairWithDevice);
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}
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|
/// <summary>
|
||
|
/// Spawn a new player from <see cref="playerPrefab"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="playerIndex">Optional explicit <see cref="PlayerInput.playerIndex"/> to assign to the player. Must be unique within
|
||
|
/// <see cref="PlayerInput.all"/>. If not supplied, a player index will be assigned automatically (smallest unused index will be used).</param>
|
||
|
/// <param name="splitScreenIndex">Optional <see cref="PlayerInput.splitScreenIndex"/>. If supplied, this assigns a split-screen area to the player. For example,
|
||
|
/// a split-screen index of </param>
|
||
|
/// <param name="controlScheme">Control scheme to activate on the player (optional). If not supplied, a control scheme will
|
||
|
/// be selected based on <paramref name="pairWithDevices"/>. If no device is given either, the first control scheme that matches
|
||
|
/// the currently available unpaired devices (see <see cref="InputUser.GetUnpairedInputDevices()"/>) is used.</param>
|
||
|
/// <param name="pairWithDevices">Devices to pair to the player. Also determines which control scheme to use if <paramref name="controlScheme"/>
|
||
|
/// is not given.</param>
|
||
|
/// <returns>The newly instantiated player or <c>null</c> if joining failed.</returns>
|
||
|
/// <remarks>
|
||
|
/// Joining must be enabled (see <see cref="joiningEnabled"/>) or the method will fail.
|
||
|
/// </remarks>
|
||
|
public PlayerInput JoinPlayer(int playerIndex = -1, int splitScreenIndex = -1, string controlScheme = null, params InputDevice[] pairWithDevices)
|
||
|
{
|
||
|
if (!CheckIfPlayerCanJoin(playerIndex))
|
||
|
return null;
|
||
|
|
||
|
PlayerInput.s_DestroyIfDeviceSetupUnsuccessful = true;
|
||
|
return PlayerInput.Instantiate(m_PlayerPrefab, playerIndex: playerIndex, splitScreenIndex: splitScreenIndex,
|
||
|
controlScheme: controlScheme, pairWithDevices: pairWithDevices);
|
||
|
}
|
||
|
|
||
|
[SerializeField] internal PlayerNotifications m_NotificationBehavior;
|
||
|
[Tooltip("Set a limit for the maximum number of players who are able to join.")]
|
||
|
[SerializeField] internal int m_MaxPlayerCount = -1;
|
||
|
[SerializeField] internal bool m_AllowJoining = true;
|
||
|
[SerializeField] internal PlayerJoinBehavior m_JoinBehavior;
|
||
|
[SerializeField] internal PlayerJoinedEvent m_PlayerJoinedEvent;
|
||
|
[SerializeField] internal PlayerLeftEvent m_PlayerLeftEvent;
|
||
|
[SerializeField] internal InputActionProperty m_JoinAction;
|
||
|
[SerializeField] internal GameObject m_PlayerPrefab;
|
||
|
[SerializeField] internal bool m_SplitScreen;
|
||
|
[SerializeField] internal bool m_MaintainAspectRatioInSplitScreen;
|
||
|
[Tooltip("Explicitly set a fixed number of screens or otherwise allow the screen to be divided automatically to best fit the number of players.")]
|
||
|
[SerializeField] internal int m_FixedNumberOfSplitScreens = -1;
|
||
|
[SerializeField] internal Rect m_SplitScreenRect = new Rect(0, 0, 1, 1);
|
||
|
|
||
|
[NonSerialized] private bool m_JoinActionDelegateHooked;
|
||
|
[NonSerialized] private bool m_UnpairedDeviceUsedDelegateHooked;
|
||
|
[NonSerialized] private Action<InputAction.CallbackContext> m_JoinActionDelegate;
|
||
|
[NonSerialized] private Action<InputControl, InputEventPtr> m_UnpairedDeviceUsedDelegate;
|
||
|
[NonSerialized] private CallbackArray<Action<PlayerInput>> m_PlayerJoinedCallbacks;
|
||
|
[NonSerialized] private CallbackArray<Action<PlayerInput>> m_PlayerLeftCallbacks;
|
||
|
|
||
|
internal static string[] messages => new[]
|
||
|
{
|
||
|
PlayerJoinedMessage,
|
||
|
PlayerLeftMessage,
|
||
|
};
|
||
|
|
||
|
private bool CheckIfPlayerCanJoin(int playerIndex = -1)
|
||
|
{
|
||
|
if (m_PlayerPrefab == null)
|
||
|
{
|
||
|
Debug.LogError("playerPrefab must be set in order to be able to join new players", this);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (m_MaxPlayerCount >= 0 && playerCount >= m_MaxPlayerCount)
|
||
|
{
|
||
|
Debug.LogError("Have reached maximum player count of " + maxPlayerCount, this);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// If we have a player index, make sure it's unique.
|
||
|
if (playerIndex != -1)
|
||
|
{
|
||
|
for (var i = 0; i < PlayerInput.s_AllActivePlayersCount; ++i)
|
||
|
if (PlayerInput.s_AllActivePlayers[i].playerIndex == playerIndex)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
$"Player index #{playerIndex} is already taken by player {PlayerInput.s_AllActivePlayers[i]}",
|
||
|
PlayerInput.s_AllActivePlayers[i]);
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private void OnUnpairedDeviceUsed(InputControl control, InputEventPtr eventPtr)
|
||
|
{
|
||
|
if (!m_AllowJoining)
|
||
|
return;
|
||
|
|
||
|
if (m_JoinBehavior == PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed)
|
||
|
{
|
||
|
// Make sure it's a button that was actuated.
|
||
|
if (!(control is ButtonControl))
|
||
|
return;
|
||
|
|
||
|
// Make sure it's a device that is usable by the player's actions. We don't want
|
||
|
// to join a player who's then stranded and has no way to actually interact with the game.
|
||
|
if (!IsDeviceUsableWithPlayerActions(control.device))
|
||
|
return;
|
||
|
|
||
|
////REVIEW: should we log a warning or error when the actions for the player do not have control schemes?
|
||
|
|
||
|
JoinPlayer(pairWithDevice: control.device);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void OnEnable()
|
||
|
{
|
||
|
if (instance == null)
|
||
|
{
|
||
|
instance = this;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogWarning("Multiple PlayerInputManagers in the game. There should only be one PlayerInputManager", this);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if the join action is a reference, clone it so we don't run into problems with the action being disabled by
|
||
|
// PlayerInput when devices are assigned to individual players
|
||
|
if (joinAction.reference != null && joinAction.action?.actionMap?.asset != null)
|
||
|
{
|
||
|
var inputActionAsset = Instantiate(joinAction.action.actionMap.asset);
|
||
|
var inputActionReference = InputActionReference.Create(inputActionAsset.FindAction(joinAction.action.name));
|
||
|
joinAction = new InputActionProperty(inputActionReference);
|
||
|
}
|
||
|
|
||
|
// Join all players already in the game.
|
||
|
for (var i = 0; i < PlayerInput.s_AllActivePlayersCount; ++i)
|
||
|
NotifyPlayerJoined(PlayerInput.s_AllActivePlayers[i]);
|
||
|
|
||
|
if (m_AllowJoining)
|
||
|
EnableJoining();
|
||
|
}
|
||
|
|
||
|
private void OnDisable()
|
||
|
{
|
||
|
if (instance == this)
|
||
|
instance = null;
|
||
|
|
||
|
if (m_AllowJoining)
|
||
|
DisableJoining();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// If split-screen is enabled, then for each player in the game, adjust the player's <see cref="Camera.rect"/>
|
||
|
/// to fit the player's split screen area according to the number of players currently in the game and the
|
||
|
/// current split-screen configuration.
|
||
|
/// </summary>
|
||
|
private void UpdateSplitScreen()
|
||
|
{
|
||
|
// Nothing to do if split-screen is not enabled.
|
||
|
if (!m_SplitScreen)
|
||
|
return;
|
||
|
|
||
|
// Determine number of split-screens to create based on highest player index we have.
|
||
|
var minSplitScreenCount = 0;
|
||
|
foreach (var player in PlayerInput.all)
|
||
|
{
|
||
|
if (player.playerIndex >= minSplitScreenCount)
|
||
|
minSplitScreenCount = player.playerIndex + 1;
|
||
|
}
|
||
|
|
||
|
// Adjust to fixed number if we have it.
|
||
|
if (m_FixedNumberOfSplitScreens > 0)
|
||
|
{
|
||
|
if (m_FixedNumberOfSplitScreens < minSplitScreenCount)
|
||
|
Debug.LogWarning(
|
||
|
$"Highest playerIndex of {minSplitScreenCount} exceeds fixed number of split-screens of {m_FixedNumberOfSplitScreens}",
|
||
|
this);
|
||
|
|
||
|
minSplitScreenCount = m_FixedNumberOfSplitScreens;
|
||
|
}
|
||
|
|
||
|
// Determine divisions along X and Y. Usually, we have a square grid of split-screens so all we need to
|
||
|
// do is make it large enough to fit all players.
|
||
|
var numDivisionsX = Mathf.CeilToInt(Mathf.Sqrt(minSplitScreenCount));
|
||
|
var numDivisionsY = numDivisionsX;
|
||
|
if (!m_MaintainAspectRatioInSplitScreen && numDivisionsX * (numDivisionsX - 1) >= minSplitScreenCount)
|
||
|
{
|
||
|
// We're allowed to produce split-screens with aspect ratios different from the screen meaning
|
||
|
// that we always add one more column before finally adding an entirely new row.
|
||
|
numDivisionsY -= 1;
|
||
|
}
|
||
|
|
||
|
// Assign split-screen area to each player.
|
||
|
foreach (var player in PlayerInput.all)
|
||
|
{
|
||
|
// Make sure the player's splitScreenIndex isn't out of range.
|
||
|
var splitScreenIndex = player.splitScreenIndex;
|
||
|
if (splitScreenIndex >= numDivisionsX * numDivisionsY)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
$"Split-screen index of {splitScreenIndex} on player is out of range (have {numDivisionsX * numDivisionsY} screens); resetting to playerIndex",
|
||
|
player);
|
||
|
player.m_SplitScreenIndex = player.playerIndex;
|
||
|
}
|
||
|
|
||
|
// Make sure we have a camera.
|
||
|
var camera = player.camera;
|
||
|
if (camera == null)
|
||
|
{
|
||
|
Debug.LogError(
|
||
|
"Player has no camera associated with it. Cannot set up split-screen. Point PlayerInput.camera to camera for player.",
|
||
|
player);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Assign split-screen area based on m_SplitScreenRect.
|
||
|
var column = splitScreenIndex % numDivisionsX;
|
||
|
var row = splitScreenIndex / numDivisionsX;
|
||
|
var rect = new Rect
|
||
|
{
|
||
|
width = m_SplitScreenRect.width / numDivisionsX,
|
||
|
height = m_SplitScreenRect.height / numDivisionsY
|
||
|
};
|
||
|
rect.x = m_SplitScreenRect.x + column * rect.width;
|
||
|
// Y is bottom-to-top but we fill from top down.
|
||
|
rect.y = m_SplitScreenRect.y + m_SplitScreenRect.height - (row + 1) * rect.height;
|
||
|
camera.rect = rect;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool IsDeviceUsableWithPlayerActions(InputDevice device)
|
||
|
{
|
||
|
Debug.Assert(device != null);
|
||
|
|
||
|
if (m_PlayerPrefab == null)
|
||
|
return true;
|
||
|
|
||
|
var playerInput = m_PlayerPrefab.GetComponentInChildren<PlayerInput>();
|
||
|
if (playerInput == null)
|
||
|
return true;
|
||
|
|
||
|
var actions = playerInput.actions;
|
||
|
if (actions == null)
|
||
|
return true;
|
||
|
|
||
|
// If the asset has control schemes, see if there's one that works with the device plus
|
||
|
// whatever unpaired devices we have left.
|
||
|
if (actions.controlSchemes.Count > 0)
|
||
|
{
|
||
|
using (var unpairedDevices = InputUser.GetUnpairedInputDevices())
|
||
|
{
|
||
|
if (InputControlScheme.FindControlSchemeForDevices(unpairedDevices, actions.controlSchemes,
|
||
|
mustIncludeDevice: device) == null)
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Otherwise just check whether any of the maps has bindings usable with the device.
|
||
|
foreach (var actionMap in actions.actionMaps)
|
||
|
if (actionMap.IsUsableWithDevice(device))
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private void ValidateInputActionAsset()
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
if (m_PlayerPrefab == null || m_PlayerPrefab.GetComponentInChildren<PlayerInput>() == null)
|
||
|
return;
|
||
|
|
||
|
var actions = m_PlayerPrefab.GetComponentInChildren<PlayerInput>().actions;
|
||
|
if (actions == null)
|
||
|
return;
|
||
|
|
||
|
var isValid = true;
|
||
|
foreach (var controlScheme in actions.controlSchemes)
|
||
|
{
|
||
|
if (controlScheme.deviceRequirements.Count > 0)
|
||
|
break;
|
||
|
|
||
|
isValid = false;
|
||
|
}
|
||
|
|
||
|
if (isValid) return;
|
||
|
|
||
|
var assetInfo = actions.name;
|
||
|
#if UNITY_EDITOR
|
||
|
assetInfo = AssetDatabase.GetAssetPath(actions);
|
||
|
#endif
|
||
|
Debug.LogWarning($"The input action asset '{assetInfo}' in the player prefab assigned to PlayerInputManager has " +
|
||
|
"no control schemes with required devices. The JoinPlayersWhenButtonIsPressed join behavior " +
|
||
|
"will not work unless the expected input devices are listed as requirements in the input " +
|
||
|
"action asset.", m_PlayerPrefab);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by <see cref="PlayerInput"/> when it is enabled.
|
||
|
/// </summary>
|
||
|
/// <param name="player"></param>
|
||
|
internal void NotifyPlayerJoined(PlayerInput player)
|
||
|
{
|
||
|
Debug.Assert(player != null);
|
||
|
|
||
|
UpdateSplitScreen();
|
||
|
|
||
|
switch (m_NotificationBehavior)
|
||
|
{
|
||
|
case PlayerNotifications.SendMessages:
|
||
|
SendMessage(PlayerJoinedMessage, player, SendMessageOptions.DontRequireReceiver);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.BroadcastMessages:
|
||
|
BroadcastMessage(PlayerJoinedMessage, player, SendMessageOptions.DontRequireReceiver);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.InvokeUnityEvents:
|
||
|
m_PlayerJoinedEvent?.Invoke(player);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.InvokeCSharpEvents:
|
||
|
DelegateHelpers.InvokeCallbacksSafe(ref m_PlayerJoinedCallbacks, player, "onPlayerJoined");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by <see cref="PlayerInput"/> when it is disabled.
|
||
|
/// </summary>
|
||
|
/// <param name="player"></param>
|
||
|
internal void NotifyPlayerLeft(PlayerInput player)
|
||
|
{
|
||
|
Debug.Assert(player != null);
|
||
|
|
||
|
UpdateSplitScreen();
|
||
|
|
||
|
switch (m_NotificationBehavior)
|
||
|
{
|
||
|
case PlayerNotifications.SendMessages:
|
||
|
SendMessage(PlayerLeftMessage, player, SendMessageOptions.DontRequireReceiver);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.BroadcastMessages:
|
||
|
BroadcastMessage(PlayerLeftMessage, player, SendMessageOptions.DontRequireReceiver);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.InvokeUnityEvents:
|
||
|
m_PlayerLeftEvent?.Invoke(player);
|
||
|
break;
|
||
|
|
||
|
case PlayerNotifications.InvokeCSharpEvents:
|
||
|
DelegateHelpers.InvokeCallbacksSafe(ref m_PlayerLeftCallbacks, player, "onPlayerLeft");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Serializable]
|
||
|
public class PlayerJoinedEvent : UnityEvent<PlayerInput>
|
||
|
{
|
||
|
}
|
||
|
|
||
|
[Serializable]
|
||
|
public class PlayerLeftEvent : UnityEvent<PlayerInput>
|
||
|
{
|
||
|
}
|
||
|
}
|
||
|
}
|