IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Controls/Vector2Control.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

107 lines
3.6 KiB
C#

using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Controls
{
/// <summary>
/// A floating-point 2D vector control composed of two <see cref="AxisControl"/>s.
/// </summary>
/// <remarks>
/// An example is <see cref="Pointer.position"/>.
///
/// <example>
/// <code>
/// Debug.Log(string.Format("Mouse position x={0} y={1}",
/// Mouse.current.position.x.ReadValue(),
/// Mouse.current.position.y.ReadValue()));
/// </code>
/// </example>
///
/// Normalization is not implied. The X and Y coordinates can be in any range or units.
/// </remarks>
public class Vector2Control : InputControl<Vector2>
{
/// <summary>
/// Horizontal position of the control.
/// </summary>
/// <value>Control representing horizontal motion input.</value>
[InputControl(offset = 0, displayName = "X")]
public AxisControl x { get; set; }
/// <summary>
/// Vertical position of the control.
/// </summary>
/// <value>Control representing vertical motion input.</value>
[InputControl(offset = 4, displayName = "Y")]
public AxisControl y { get; set; }
/// <summary>
/// Default-initialize the control.
/// </summary>
public Vector2Control()
{
m_StateBlock.format = InputStateBlock.FormatVector2;
}
/// <inheritdoc />
protected override void FinishSetup()
{
x = GetChildControl<AxisControl>("x");
y = GetChildControl<AxisControl>("y");
base.FinishSetup();
}
/// <inheritdoc />
public override unsafe Vector2 ReadUnprocessedValueFromState(void* statePtr)
{
switch (m_OptimizedControlDataType)
{
case InputStateBlock.kFormatVector2:
return *(Vector2*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
default:
return new Vector2(
x.ReadUnprocessedValueFromStateWithCaching(statePtr),
y.ReadUnprocessedValueFromStateWithCaching(statePtr));
}
}
/// <inheritdoc />
public override unsafe void WriteValueIntoState(Vector2 value, void* statePtr)
{
switch (m_OptimizedControlDataType)
{
case InputStateBlock.kFormatVector2:
*(Vector2*)((byte*)statePtr + (int)m_StateBlock.byteOffset) = value;
break;
default:
x.WriteValueIntoState(value.x, statePtr);
y.WriteValueIntoState(value.y, statePtr);
break;
}
}
/// <inheritdoc />
public override unsafe float EvaluateMagnitude(void* statePtr)
{
////REVIEW: this can go beyond 1; that okay?
return ReadValueFromStateWithCaching(statePtr).magnitude;
}
protected override FourCC CalculateOptimizedControlDataType()
{
if (
m_StateBlock.sizeInBits == sizeof(float) * 2 * 8 &&
m_StateBlock.bitOffset == 0 &&
x.optimizedControlDataType == InputStateBlock.FormatFloat &&
y.optimizedControlDataType == InputStateBlock.FormatFloat &&
y.m_StateBlock.byteOffset == x.m_StateBlock.byteOffset + 4
)
return InputStateBlock.FormatVector2;
return InputStateBlock.FormatInvalid;
}
}
}