UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/InputValue.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Diagnostics;
using UnityEngine.InputSystem.Controls;
////TODO: API to get the control and device from the internal context
////TODO: ToString()
namespace UnityEngine.InputSystem
{
/// <summary>
/// Wraps around values provided by input actions.
/// </summary>
/// <remarks>
/// This is a wrapper around <see cref="InputAction.CallbackContext"/> chiefly for use
/// with GameObject messages (i.e. <see cref="GameObject.SendMessage(string,object)"/>). It exists
/// so that action callback data can be represented as an object, can be reused, and shields
/// the receiver from having to know about action callback specifics.
/// </remarks>
/// <seealso cref="InputAction"/>
[DebuggerDisplay("Value = {Get()}")]
public class InputValue
{
/// <summary>
/// Read the value as an object.
/// </summary>
/// <remarks>
/// This method allocates GC memory and will thus created garbage. If used during gameplay,
/// it will lead to GC spikes.
/// </remarks>
/// <returns>The current value in the form of a boxed object.</returns>
public object Get()
{
return m_Context.Value.ReadValueAsObject();
}
////TODO: add automatic conversions
public TValue Get<TValue>()
where TValue : struct
{
if (!m_Context.HasValue)
throw new InvalidOperationException($"Values can only be retrieved while in message callbacks");
return m_Context.Value.ReadValue<TValue>();
}
////TODO: proper message if value type isn't right
public bool isPressed => Get<float>() >= ButtonControl.s_GlobalDefaultButtonPressPoint;
internal InputAction.CallbackContext? m_Context;
}
}