UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Actions/InputActionPhase.cs
2024-10-27 10:53:47 +03:00

136 lines
6.8 KiB
C#

using UnityEngine.InputSystem.Interactions;
////REVIEW: this goes beyond just actions; is there a better name? just InputPhase?
////REVIEW: what about opening up phases completely to interactions and allow them to come up with whatever custom phases?
namespace UnityEngine.InputSystem
{
/// <summary>
/// Trigger phase of an <see cref="InputAction"/>.
/// </summary>
/// <remarks>
/// Actions can be triggered in steps. For example, a <see cref="SlowTapInteraction">
/// 'slow tap'</see> will put an action into <see cref="Started"/> phase when a button
/// the action is bound to is pressed. At that point, however, the action still
/// has to wait for the expiration of a timer in order to make it a 'slow tap'. If
/// the button is release before the timer expires, the action will be <see cref="Canceled"/>
/// whereas if the button is held long enough, the action will be <see cref="Performed"/>.
/// </remarks>
/// <seealso cref="InputAction.phase"/>
/// <seealso cref="InputAction.CallbackContext.phase"/>
/// <seealso cref="InputAction.started"/>
/// <seealso cref="InputAction.performed"/>
/// <seealso cref="InputAction.canceled"/>
public enum InputActionPhase
{
/// <summary>
/// The action is not enabled.
/// </summary>
Disabled,
/// <summary>
/// The action is enabled and waiting for input on its associated controls.
///
/// This is the phase that an action goes back to once it has been <see cref="Performed"/>
/// or <see cref="Canceled"/>.
/// </summary>
Waiting,
/// <summary>
/// An associated control has been actuated such that it may lead to the action
/// being triggered. Will lead to <see cref="InputAction.started"/> getting called.
///
/// This phase will only be invoked if there are interactions on the respective control
/// binding. Without any interactions, an action will go straight from <see cref="Waiting"/>
/// into <see cref="Performed"/> and back into <see cref="Waiting"/> whenever an associated
/// control changes value.
///
/// An example of an interaction that uses the <see cref="Started"/> phase is <see cref="SlowTapInteraction"/>.
/// When the button it is bound to is pressed, the associated action goes into the <see cref="Started"/>
/// phase. At this point, the interaction does not yet know whether the button press will result in just
/// a tap or will indeed result in slow tap. If the button is released before the time it takes to
/// recognize a slow tap, then the action will go to <see cref="Canceled"/> and then back to <see cref="Waiting"/>.
/// If, however, the button is held long enough for it to qualify as a slow tap, the action will progress
/// to <see cref="Performed"/> and then go back to <see cref="Waiting"/>.
///
/// <see cref="Started"/> can be useful for UI feedback. For example, in a game where the weapon can be charged,
/// UI feedback can be initiated when the action is <see cref="Started"/>.
///
/// <example>
/// <code>
/// fireAction.started +=
/// ctx =>
/// {
/// if (ctx.interaction is SlowTapInteraction)
/// {
/// weaponCharging = true;
/// weaponChargeStartTime = ctx.time;
/// }
/// }
/// fireAction.canceled +=
/// ctx =>
/// {
/// weaponCharging = false;
/// }
/// fireAction.performed +=
/// ctx =>
/// {
/// Fire();
/// weaponCharging = false;
/// }
/// </code>
/// </example>
///
/// By default, an action is started as soon as a control moves away from its default value. This is
/// the case for both <see cref="InputActionType.Button"/> actions (which, however, does not yet have to mean
/// that the button press threshold has been reached; see <see cref="InputSettings.defaultButtonPressPoint"/>)
/// and <see cref="InputActionType.Value"/> actions. <see cref="InputActionType.PassThrough"/> does not use
/// the <c>Started</c> phase and instead goes straight to <see cref="Performed"/>.
///
/// For <see cref="InputActionType.Value"/> actions, <c>Started</c> will immediately be followed by <see cref="Performed"/>.
///
/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
/// the phases.
/// </summary>
Started,
/// <summary>
/// The action has been performed. Leads to <see cref="InputAction.performed"/> getting called.
///
/// By default, a <see cref="InputActionType.Button"/> action performs when a control crosses the button
/// press threshold (see <see cref="InputSettings.defaultButtonPressPoint"/>), a <see cref="InputActionType.Value"/>
/// action performs on any value change that isn't the default value, and a <see cref="InputActionType.PassThrough"/>
/// action performs on any value change including going back to the default value.
///
/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
/// the phases.
///
/// For a given action, finding out whether it was performed in the current frame can be done with <see cref="InputAction.WasPerformedThisFrame"/>.
///
/// <example>
/// <code>
/// action.WasPerformedThisFrame();
/// </code>
/// </example>
/// </summary>
Performed,
/// <summary>
/// The action has stopped. Leads to <see cref="InputAction.canceled"/> getting called.
///
/// By default, a <see cref="InputActionType.Button"/> action cancels when a control falls back below the button
/// press threshold (see <see cref="InputSettings.defaultButtonPressPoint"/>) and a <see cref="InputActionType.Value"/>
/// action cancels when a control moves back to its default value. A <see cref="InputActionType.PassThrough"/> action
/// does not generally cancel based on input on its controls.
///
/// An action will also get canceled when it is disabled while in progress (see <see cref="InputAction.Disable"/>).
/// Also, when an <see cref="InputDevice"/> that is
///
/// Note that interactions (see <see cref="IInputInteraction"/>) can alter how an action does or does not progress through
/// the phases.
/// </summary>
Canceled
}
}