IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Controls/StickControl.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

120 lines
6.3 KiB
C#

using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Processors;
namespace UnityEngine.InputSystem.Controls
{
/// <summary>
/// A two-axis thumbstick control that can act as both a vector and a four-way dpad.
/// </summary>
/// <remarks>
/// Stick controls are used to represent the thumbsticks on gamepads (see <see cref="Gamepad.leftStick"/>
/// and <see cref="Gamepad.rightStick"/>) as well as the main stick control of joysticks (see
/// <see cref="Joystick.stick"/>).
///
/// Essentially, a stick is an extended <c>Vector2</c> control that can function either
/// as a combined 2D vector, as independent vertical and horizontal axes, or as four
/// individual, directional buttons. The following example demonstrates this based on the
/// gamepad's left stick.
///
/// <example>
/// <code>
/// // Read stick as a combined 2D vector.
/// Gamepad.current.leftStick.ReadValue();
///
/// // Read X and Y axis of stick individually.
/// Gamepad.current.leftStick.x.ReadValue();
/// Gamepad.current.leftStick.y.ReadValue();
///
/// // Read the stick as four individual directional buttons.
/// Gamepad.current.leftStick.up.ReadValue();
/// Gamepad.current.leftStick.down.ReadValue();
/// Gamepad.current.leftStick.left.ReadValue();
/// Gamepad.current.leftStick.right.ReadValue();
/// </code>
/// </example>
///
/// In terms of memory, a stick controls is still just from one value for the X axis
/// and one value for the Y axis.
///
/// Unlike dpads (see <see cref="DpadControl"/>), sticks will usually have deadzone processors
/// (see <see cref="StickDeadzoneProcessor"/>) applied to them to get rid of noise around the
/// resting point of the stick. The X and Y axis also have deadzones applied to them by
/// default (<see cref="AxisDeadzoneProcessor"/>). Note, however, that the deadzoning of
/// individual axes is different from the deadzoning applied to the stick as a whole and
/// thus does not have to result in exactly the same values. Deadzoning of individual axes
/// is linear (i.e. the result is simply clamped and normalized back into [0..1] range) whereas
/// the deadzoning of sticks is radial (i.e. the length of the vector is taken into account
/// which means that <em>both</em> the X and Y axis contribute).
/// </remarks>
public class StickControl : Vector2Control
{
////REVIEW: should X and Y have "Horizontal" and "Vertical" as long display names and "X" and "Y" as short names?
// Buttons for each of the directions. Allows the stick to function as a dpad.
// Note that these controls are marked as synthetic as there isn't real buttons for the half-axes
// on the device. This aids in interactive picking by making sure that if we have to decide between,
// say, leftStick/x and leftStick/left, leftStick/x wins out.
////REVIEW: up/down/left/right should probably prohibit being written to
////REVIEW: Should up/down/left/control actually be their own control types that *read* the values
//// from X and Y instead of sharing their state? The current setup easily leads to various
//// problems because more than just the state block is needed to read the value of a control
//// from state correctly.
/// <summary>
/// A synthetic button representing the upper half of the stick's Y axis, i.e. the 0 to 1 range.
/// </summary>
/// <value>Control representing the stick's upper half Y axis.</value>
/// <remarks>
/// The control is marked as <see cref="InputControl.synthetic"/>.
/// </remarks>
[InputControl(useStateFrom = "y", processors = "axisDeadzone", parameters = "clamp=2,clampMin=0,clampMax=1", synthetic = true, displayName = "Up")]
// Set min&max on XY axes. We do this here as the documentation generator will not be happy
// if we place this above the doc comment.
// Also puts AxisDeadzones on the axes.
[InputControl(name = "x", minValue = -1f, maxValue = 1f, layout = "Axis", processors = "axisDeadzone")]
[InputControl(name = "y", minValue = -1f, maxValue = 1f, layout = "Axis", processors = "axisDeadzone")]
public ButtonControl up { get; set; }
/// <summary>
/// A synthetic button representing the lower half of the stick's Y axis, i.e. the -1 to 0 range (inverted).
/// </summary>
/// <value>Control representing the stick's lower half Y axis.</value>
/// <remarks>
/// The control is marked as <see cref="InputControl.synthetic"/>.
/// </remarks>
[InputControl(useStateFrom = "y", processors = "axisDeadzone", parameters = "clamp=2,clampMin=-1,clampMax=0,invert", synthetic = true, displayName = "Down")]
public ButtonControl down { get; set; }
/// <summary>
/// A synthetic button representing the left half of the stick's X axis, i.e. the -1 to 0 range (inverted).
/// </summary>
/// <value>Control representing the stick's left half X axis.</value>
/// <remarks>
/// The control is marked as <see cref="InputControl.synthetic"/>.
/// </remarks>
[InputControl(useStateFrom = "x", processors = "axisDeadzone", parameters = "clamp=2,clampMin=-1,clampMax=0,invert", synthetic = true, displayName = "Left")]
public ButtonControl left { get; set; }
/// <summary>
/// A synthetic button representing the right half of the stick's X axis, i.e. the 0 to 1 range.
/// </summary>
/// <value>Control representing the stick's right half X axis.</value>
/// <remarks>
/// The control is marked as <see cref="InputControl.synthetic"/>.
/// </remarks>
[InputControl(useStateFrom = "x", processors = "axisDeadzone", parameters = "clamp=2,clampMin=0,clampMax=1", synthetic = true, displayName = "Right")]
public ButtonControl right { get; set; }
protected override void FinishSetup()
{
base.FinishSetup();
up = GetChildControl<ButtonControl>("up");
down = GetChildControl<ButtonControl>("down");
left = GetChildControl<ButtonControl>("left");
right = GetChildControl<ButtonControl>("right");
}
}
}