106 lines
3.7 KiB
C#
106 lines
3.7 KiB
C#
using System;
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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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////REVIEW: rename to RadialDeadzone
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////TODO: add different deadzone shapes and/or option to min/max X and Y separately
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namespace UnityEngine.InputSystem.Processors
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{
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/// <summary>
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/// Processes a Vector2 to apply deadzoning according to the magnitude of the vector (rather
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/// than just clamping individual axes). Normalizes to the min/max range.
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/// </summary>
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/// <seealso cref="AxisDeadzoneProcessor"/>
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public class StickDeadzoneProcessor : InputProcessor<Vector2>
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{
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/// <summary>
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/// Value at which the lower bound deadzone starts.
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/// </summary>
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/// <remarks>
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/// Values in the input at or below min will get dropped and values
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/// will be scaled to the range between min and max.
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/// </remarks>
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public float min;
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public float max;
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private float minOrDefault => min == default ? InputSystem.settings.defaultDeadzoneMin : min;
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private float maxOrDefault => max == default ? InputSystem.settings.defaultDeadzoneMax : max;
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public override Vector2 Process(Vector2 value, InputControl control = null)
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{
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var magnitude = value.magnitude;
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var newMagnitude = GetDeadZoneAdjustedValue(magnitude);
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if (newMagnitude == 0)
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value = Vector2.zero;
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else
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value *= newMagnitude / magnitude;
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return value;
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}
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private float GetDeadZoneAdjustedValue(float value)
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{
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var min = minOrDefault;
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var max = maxOrDefault;
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var absValue = Mathf.Abs(value);
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if (absValue < min)
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return 0;
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if (absValue > max)
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return Mathf.Sign(value);
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return Mathf.Sign(value) * ((absValue - min) / (max - min));
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}
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public override string ToString()
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{
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return $"StickDeadzone(min={minOrDefault},max={maxOrDefault})";
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}
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}
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#if UNITY_EDITOR
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internal class StickDeadzoneProcessorEditor : InputParameterEditor<StickDeadzoneProcessor>
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{
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protected override void OnEnable()
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{
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m_MinSetting.Initialize("Min",
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"Vector length below which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
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"Default Deadzone Min",
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() => target.min, v => target.min = v,
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() => InputSystem.settings.defaultDeadzoneMin);
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m_MaxSetting.Initialize("Max",
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"Vector length above which input values will be clamped. After clamping, vector lengths will be renormalized to [0..1] between min and max.",
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"Default Deadzone Max",
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() => target.max, v => target.max = v,
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() => InputSystem.settings.defaultDeadzoneMax);
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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_MinSetting.OnGUI();
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m_MaxSetting.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_MinSetting.OnDrawVisualElements(root, onChangedCallback);
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m_MaxSetting.OnDrawVisualElements(root, onChangedCallback);
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}
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#endif
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private CustomOrDefaultSetting m_MinSetting;
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private CustomOrDefaultSetting m_MaxSetting;
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}
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#endif
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}
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