371 lines
17 KiB
C#
371 lines
17 KiB
C#
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using System;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Information passed to <see cref="IInputInteraction">interactions</see>
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/// when their associated controls trigger.
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/// </summary>
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/// <seealso cref="IInputInteraction.Process"/>
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public struct InputInteractionContext
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{
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/// <summary>
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/// The action associated with the binding.
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/// </summary>
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/// <remarks>
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/// If the binding is not associated with an action, this is <c>null</c>.
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/// </remarks>
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/// <seealso cref="InputBinding.action"/>
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public InputAction action => m_State.GetActionOrNull(ref m_TriggerState);
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/// <summary>
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/// The bound control that changed its state to trigger the binding associated
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/// with the interaction.
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/// </summary>
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/// <remarks>
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/// In case the binding associated with the interaction is a composite, this is
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/// one of the controls that are part of the composite.
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/// </remarks>
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/// <seealso cref="InputBinding.path"/>
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public InputControl control => m_State.GetControl(ref m_TriggerState);
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/// <summary>
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/// The phase the interaction is currently in.
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/// </summary>
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/// <remarks>
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/// Each interaction on a binding has its own phase independent of the action the binding is applied to.
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/// If an interaction gets to "drive" an action at a particular point in time, its phase will determine
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/// the phase of the action.
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/// </remarks>
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/// <seealso cref="InputAction.phase"/>
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/// <seealso cref="Started"/>
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/// <seealso cref="Waiting"/>
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/// <seealso cref="Performed"/>
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/// <seealso cref="Canceled"/>
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public InputActionPhase phase => m_TriggerState.phase;
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/// <summary>
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/// Time stamp of the input event that caused <see cref="control"/> to trigger a change in the
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/// state of <see cref="action"/>.
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/// </summary>
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/// <seealso cref="InputEvent.time"/>
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public double time => m_TriggerState.time;
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/// <summary>
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/// Timestamp of the <see cref="InputEvent"/> that caused the interaction to transition
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/// to <see cref="InputActionPhase.Started"/>.
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/// </summary>
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/// <seealso cref="InputEvent.time"/>
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public double startTime => m_TriggerState.startTime;
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/// <summary>
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/// Whether the interaction's <see cref="IInputInteraction.Process"/> method has been called because
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/// a timer set by <see cref="SetTimeout"/> has expired.
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/// </summary>
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/// <seealso cref="SetTimeout"/>
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public bool timerHasExpired
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{
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get => (m_Flags & Flags.TimerHasExpired) != 0;
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internal set
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{
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if (value)
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m_Flags |= Flags.TimerHasExpired;
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else
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m_Flags &= ~Flags.TimerHasExpired;
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}
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}
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/// <summary>
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/// True if the interaction is waiting for input
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/// </summary>
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/// <remarks>
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/// By default, an interaction will return this this phase after every time it has been performed
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/// (<see cref="InputActionPhase.Performed"/>). This can be changed by using <see cref="PerformedAndStayStarted"/>
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/// or <see cref="PerformedAndStayPerformed"/>.
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/// </remarks>
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/// <seealso cref="InputActionPhase.Waiting"/>
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public bool isWaiting => phase == InputActionPhase.Waiting;
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/// <summary>
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/// True if the interaction has been started.
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/// </summary>
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/// <seealso cref="InputActionPhase.Started"/>
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/// <seealso cref="Started"/>
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public bool isStarted => phase == InputActionPhase.Started;
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/// <summary>
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/// Compute the current level of control actuation.
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/// </summary>
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/// <returns>The current level of control actuation (usually [0..1]) or -1 if the control is actuated
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/// but does not support computing magnitudes.</returns>
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/// <seealso cref="ControlIsActuated"/>
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/// <seealso cref="InputControl.EvaluateMagnitude()"/>
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public float ComputeMagnitude()
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{
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return m_TriggerState.magnitude;
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}
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/// <summary>
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/// Return true if the control that triggered the interaction has been actuated beyond the given threshold.
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/// </summary>
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/// <param name="threshold">Threshold that must be reached for the control to be considered actuated. If this is zero,
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/// the threshold must be exceeded. If it is any positive value, the value must be at least matched.</param>
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/// <returns>True if the trigger control is actuated.</returns>
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/// <seealso cref="InputControlExtensions.IsActuated"/>
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/// <seealso cref="ComputeMagnitude"/>
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public bool ControlIsActuated(float threshold = 0)
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{
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return InputActionState.IsActuated(ref m_TriggerState, threshold);
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}
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/// <summary>
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/// Mark the interaction has having begun.
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/// </summary>
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/// <remarks>
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/// This affects the current interaction only. There might be multiple interactions on a binding
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/// and arbitrary many interactions might concurrently be in started state. However, only one interaction
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/// (usually the one that starts first) is allowed to drive the action's state as a whole. If an interaction
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/// that is currently driving an action is canceled, however, the next interaction in the list that has
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/// been started will take over and continue driving the action.
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///
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/// <example>
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/// <code>
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/// public class MyInteraction : IInputInteraction<float>
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/// {
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/// public void Process(ref IInputInteractionContext context)
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/// {
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/// if (context.isWaiting && context.ControlIsActuated())
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/// {
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/// // We've waited for input and got it. Start the interaction.
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/// context.Started();
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/// }
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/// else if (context.isStarted && !context.ControlIsActuated())
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/// {
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/// // Interaction has been completed.
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/// context.Performed();
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/// }
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/// }
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///
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/// public void Reset()
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/// {
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/// // No reset code needed. We're not keeping any state locally in the interaction.
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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public void Started()
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{
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m_TriggerState.startTime = time;
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m_State.ChangePhaseOfInteraction(InputActionPhase.Started, ref m_TriggerState);
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}
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/// <summary>
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/// Marks the interaction as being performed and then transitions back to <see cref="InputActionPhase.Waiting"/>
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/// to wait for input. This behavior is desirable for interaction events that are instant and reflect
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/// a transitional interaction pattern such as <see cref="Interactions.PressInteraction"/> or <see cref="Interactions.TapInteraction"/>.
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/// </summary>
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/// <remarks>
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/// Note that this affects the current interaction only. There might be multiple interactions on a binding
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/// and arbitrary many interactions might concurrently be in started state. However, only one interaction
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/// (usually the one that starts first) is allowed to drive the action's state as a whole. If an interaction
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/// that is currently driving an action is canceled, however, the next interaction in the list that has
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/// been started will take over and continue driving the action.
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/// </remarks>
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public void Performed()
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{
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if (m_TriggerState.phase == InputActionPhase.Waiting)
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m_TriggerState.startTime = time;
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m_State.ChangePhaseOfInteraction(InputActionPhase.Performed, ref m_TriggerState);
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}
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/// <summary>
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/// Marks the interaction as being performed and then transitions into I <see cref="InputActionPhase.Started"/>
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/// to wait for an initial trigger condition to be true before being performed again. This behavior
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/// may be desirable for interaction events that reflect transitional interaction patterns but should
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/// be considered as started until a cancellation condition is true, such as releasing a button.
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/// </summary>
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public void PerformedAndStayStarted()
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{
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if (m_TriggerState.phase == InputActionPhase.Waiting)
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m_TriggerState.startTime = time;
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m_State.ChangePhaseOfInteraction(InputActionPhase.Performed, ref m_TriggerState,
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phaseAfterPerformed: InputActionPhase.Started);
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}
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/// <summary>
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/// Marks the interaction as being performed and then stays in that state waiting for an input to
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/// cancel the interactions active state. This behavior is desirable for interaction events that
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/// are active for a duration until a cancellation condition is true, such as <see cref="Interactions.HoldInteraction"/> or <see cref="Interactions.TapInteraction"/> where releasing
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/// the associated button cancels the interaction..
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/// </summary>
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public void PerformedAndStayPerformed()
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{
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if (m_TriggerState.phase == InputActionPhase.Waiting)
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m_TriggerState.startTime = time;
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m_State.ChangePhaseOfInteraction(InputActionPhase.Performed, ref m_TriggerState,
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phaseAfterPerformed: InputActionPhase.Performed);
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}
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/// <summary>
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/// Marks the interaction as being interrupted or aborted. This is relevant to signal that the interaction
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/// pattern was not completed, for example, the user pressed and then released a button before the minimum
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/// time required for a <see cref="Interactions.HoldInteraction"/> to complete.
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/// </summary>
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/// <remarks>
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/// This is used by most existing interactions to cancel the transitions in the interaction state machine
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/// when a condition required to proceed turned false or other indirect requirements were not met, such as
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/// time-based conditions.
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/// </remarks>
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public void Canceled()
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{
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if (m_TriggerState.phase != InputActionPhase.Canceled)
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m_State.ChangePhaseOfInteraction(InputActionPhase.Canceled, ref m_TriggerState);
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}
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/// <summary>
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/// Put the interaction back into <see cref="InputActionPhase.Waiting"/> state.
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/// </summary>
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/// <seealso cref="InputAction.phase"/>
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/// <seealso cref="InputActionPhase"/>
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/// <seealso cref="Started"/>
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/// <seealso cref="Performed"/>
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/// <seealso cref="Canceled"/>
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public void Waiting()
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{
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if (m_TriggerState.phase != InputActionPhase.Waiting)
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m_State.ChangePhaseOfInteraction(InputActionPhase.Waiting, ref m_TriggerState);
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}
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/// <summary>
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/// Start a timeout that triggers within <paramref name="seconds"/>.
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/// </summary>
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/// <param name="seconds">Number of seconds before the timeout is triggered.</param>
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/// <remarks>
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/// An interaction might wait a set amount of time for something to happen and then
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/// do something depending on whether it did or did not happen. By calling this method,
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/// a timeout is installed such that in the input update that the timer expires in, the
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/// interaction's <see cref="IInputInteraction.Process"/> method is called with <see cref="timerHasExpired"/>
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/// being true.
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///
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/// Changing the phase of the interaction while a timeout is running will implicitly cancel
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/// the timeout.
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///
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/// <example>
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/// <code>
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/// // Let's say we're writing a Process() method for an interaction that,
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/// // after a control has been actuated, waits for 1 second for it to be
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/// // released again. If that happens, the interaction performs. If not,
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/// // it cancels.
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/// public void Process(ref InputInteractionContext context)
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/// {
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/// // timerHasExpired will be true if we get called when our timeout
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/// // has expired.
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/// if (context.timerHasExpired)
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/// {
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/// // The user did not release the control quickly enough.
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/// // Our interaction is not successful, so cancel.
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/// context.Canceled();
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/// return;
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/// }
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///
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/// if (context.ControlIsActuated())
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/// {
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/// if (!context.isStarted)
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/// {
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/// // The control has been actuated. We want to give the user a max
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/// // of 1 second to release it. So we start the interaction now and then
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/// // set the timeout.
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/// context.Started();
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/// context.SetTimeout(1);
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/// }
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/// }
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/// else
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/// {
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/// // Control has been released. If we're currently waiting for a release,
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/// // it has come in time before out timeout expired. In other words, the
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/// // interaction has been successfully performed. We call Performed()
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/// // which implicitly removes our ongoing timeout.
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/// if (context.isStarted)
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/// context.Performed();
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/// }
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="timerHasExpired"/>
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public void SetTimeout(float seconds)
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{
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m_State.StartTimeout(seconds, ref m_TriggerState);
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}
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/// <summary>
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/// Override the default timeout value used by <see cref="InputAction.GetTimeoutCompletionPercentage"/>.
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/// </summary>
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/// <param name="seconds">Amount of total successive timeouts TODO</param>
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/// <exception cref="ArgumentException"></exception>
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/// <remarks>
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/// By default, timeout completion will be entirely determine by the timeout that is currently
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/// running, if any. However, some interactions (such as <see cref="Interactions.MultiTapInteraction"/>)
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/// will have to run multiple timeouts in succession. Thus, completion of a single timeout is not
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/// the same as completion of the interaction.
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///
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/// You can use this method to account for this.
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///
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/// Whenever a timeout completes, the timeout duration will automatically be accumulated towards
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/// the total timeout completion time.
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///
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/// <example>
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/// <code>
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/// // Let's say we're starting our first timeout and we know that we will run three timeouts
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/// // in succession of 2 seconds each. By calling SetTotalTimeoutCompletionTime(), we can account for this.
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/// SetTotalTimeoutCompletionTime(3 * 2);
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///
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/// // Start the first timeout. When this timeout expires, it will automatically
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/// // count one second towards the total timeout completion time.
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/// SetTimeout(2);
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputAction.GetTimeoutCompletionPercentage"/>
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public void SetTotalTimeoutCompletionTime(float seconds)
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{
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if (seconds <= 0)
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throw new ArgumentException("Seconds must be a positive value", nameof(seconds));
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m_State.SetTotalTimeoutCompletionTime(seconds, ref m_TriggerState);
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}
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/// <summary>
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/// Read the value of the binding that triggered processing of the interaction.
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/// </summary>
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/// <typeparam name="TValue">Type of value to read from the binding. Must match the value type of the control
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/// or composite in effect for the binding.</typeparam>
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/// <returns>Value read from the binding.</returns>
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public TValue ReadValue<TValue>()
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where TValue : struct
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{
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return m_State.ReadValue<TValue>(m_TriggerState.bindingIndex, m_TriggerState.controlIndex);
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}
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internal InputActionState m_State;
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internal Flags m_Flags;
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internal InputActionState.TriggerState m_TriggerState;
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internal int mapIndex => m_TriggerState.mapIndex;
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internal int controlIndex => m_TriggerState.controlIndex;
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internal int bindingIndex => m_TriggerState.bindingIndex;
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internal int interactionIndex => m_TriggerState.interactionIndex;
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[Flags]
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internal enum Flags
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{
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TimerHasExpired = 1 << 1
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}
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}
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}
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