148 lines
5.6 KiB
C#
148 lines
5.6 KiB
C#
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using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.Scripting;
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#if UNITY_EDITOR
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.UIElements;
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#endif
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namespace UnityEngine.InputSystem.Interactions
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{
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/// <summary>
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/// Performs the action if the control is pressed and held for at least the
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/// set duration (which defaults to <see cref="InputSettings.defaultHoldTime"/>).
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/// </summary>
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/// <remarks>
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/// The action is started when the control is pressed. If the control is released before the
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/// set <see cref="duration"/>, the action is canceled. As soon as the hold time is reached,
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/// the action performs. The action then stays performed until the control is released, at
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/// which point the action cancels.
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///
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/// <example>
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/// <code>
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/// // Action that requires A button on gamepad to be held for half a second.
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/// var action = new InputAction(binding: "<Gamepad>/buttonSouth", interactions: "hold(duration=0.5)");
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/// </code>
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/// </example>
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/// </remarks>
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[DisplayName("Hold")]
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public class HoldInteraction : IInputInteraction
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{
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/// <summary>
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/// Duration in seconds that the control must be pressed for the hold to register.
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/// </summary>
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/// <remarks>
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/// If this is less than or equal to 0 (the default), <see cref="InputSettings.defaultHoldTime"/> is used.
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///
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/// Duration is expressed in real time and measured against the timestamps of input events
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/// (<see cref="LowLevel.InputEvent.time"/>) not against game time (<see cref="Time.time"/>).
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/// </remarks>
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public float duration;
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/// <summary>
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/// Magnitude threshold that must be crossed by an actuated control for the control to
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/// be considered pressed.
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/// </summary>
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/// <remarks>
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/// If this is less than or equal to 0 (the default), <see cref="InputSettings.defaultButtonPressPoint"/> is used instead.
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/// </remarks>
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/// <seealso cref="InputControl.EvaluateMagnitude()"/>
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public float pressPoint;
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private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultHoldTime;
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private float pressPointOrDefault => pressPoint > 0.0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private double m_TimePressed;
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/// <inheritdoc />
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public void Process(ref InputInteractionContext context)
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{
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if (context.timerHasExpired)
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{
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context.PerformedAndStayPerformed();
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return;
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}
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switch (context.phase)
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{
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case InputActionPhase.Waiting:
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if (context.ControlIsActuated(pressPointOrDefault))
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{
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m_TimePressed = context.time;
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context.Started();
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context.SetTimeout(durationOrDefault);
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}
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break;
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case InputActionPhase.Started:
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// If we've reached our hold time threshold, perform the hold.
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// We do this regardless of what state the control changed to.
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if (context.time - m_TimePressed >= durationOrDefault)
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{
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context.PerformedAndStayPerformed();
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}
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if (!context.ControlIsActuated())
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{
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// Control is no longer actuated so we're done.
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context.Canceled();
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}
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break;
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case InputActionPhase.Performed:
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if (!context.ControlIsActuated(pressPointOrDefault))
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context.Canceled();
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break;
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}
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}
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/// <inheritdoc />
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public void Reset()
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{
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m_TimePressed = 0;
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// UI that is displayed when editing <see cref="HoldInteraction"/> in the editor.
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/// </summary>
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internal class HoldInteractionEditor : InputParameterEditor<HoldInteraction>
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{
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protected override void OnEnable()
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{
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m_PressPointSetting.Initialize("Press Point",
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"Float value that an axis control has to cross for it to be considered pressed.",
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"Default Button Press Point",
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() => target.pressPoint, v => target.pressPoint = v, () => ButtonControl.s_GlobalDefaultButtonPressPoint);
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m_DurationSetting.Initialize("Hold Time",
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"Time (in seconds) that a control has to be held in order for it to register as a hold.",
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"Default Hold Time",
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() => target.duration, x => target.duration = x, () => InputSystem.settings.defaultHoldTime);
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}
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public override void OnGUI()
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
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#endif
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m_PressPointSetting.OnGUI();
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m_DurationSetting.OnGUI();
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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m_PressPointSetting.OnDrawVisualElements(root, onChangedCallback);
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m_DurationSetting.OnDrawVisualElements(root, onChangedCallback);
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}
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#endif
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private CustomOrDefaultSetting m_PressPointSetting;
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private CustomOrDefaultSetting m_DurationSetting;
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}
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#endif
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}
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