A game about forced loneliness, made by TACStudios
1using System;
2using System.ComponentModel;
3using UnityEngine.InputSystem.Layouts;
4using UnityEngine.InputSystem.Utilities;
5
6#if UNITY_EDITOR
7using UnityEditor;
8using UnityEngine.InputSystem.Editor;
9using UnityEngine.UIElements;
10#endif
11
12namespace UnityEngine.InputSystem.Composites
13{
14 /// <summary>
15 /// A 3D vector formed from six floating-point inputs.
16 /// </summary>
17 /// <remarks>
18 /// Depending on the setting of <see cref="mode"/>, the vector is either in the [-1..1]
19 /// range on each axis (normalized or not depending on <see cref="mode"/>) or is in the
20 /// full value range of the input controls.
21 ///
22 /// <example>
23 /// <code>
24 /// action.AddCompositeBinding("3DVector")
25 /// .With("Forward", "<Keyboard>/w")
26 /// .With("Backward", "<Keyboard>/s")
27 /// .With("Left", "<Keyboard>/a")
28 /// .With("Right", "<Keyboard>/d")
29 /// .With("Up", "<Keyboard>/q")
30 /// .With("Down", "<Keyboard>/e");
31 /// </code>
32 /// </example>
33 /// </remarks>
34 /// <seealso cref="Vector2Composite"/>
35 [DisplayStringFormat("{up}+{down}/{left}+{right}/{forward}+{backward}")]
36 [DisplayName("Up/Down/Left/Right/Forward/Backward Composite")]
37 public class Vector3Composite : InputBindingComposite<Vector3>
38 {
39 /// <summary>
40 /// Binding for the button that represents the up (that is, <c>(0,1,0)</c>) direction of the vector.
41 /// </summary>
42 /// <remarks>
43 /// This property is automatically assigned by the input system.
44 /// </remarks>
45 // ReSharper disable once MemberCanBePrivate.Global
46 // ReSharper disable once FieldCanBeMadeReadOnly.Global
47 [InputControl(layout = "Axis")] public int up;
48
49 /// <summary>
50 /// Binding for the button that represents the down (that is, <c>(0,-1,0)</c>) direction of the vector.
51 /// </summary>
52 /// <remarks>
53 /// This property is automatically assigned by the input system.
54 /// </remarks>
55 // ReSharper disable once MemberCanBePrivate.Global
56 // ReSharper disable once FieldCanBeMadeReadOnly.Global
57 [InputControl(layout = "Axis")] public int down;
58
59 /// <summary>
60 /// Binding for the button that represents the left (that is, <c>(-1,0,0)</c>) direction of the vector.
61 /// </summary>
62 /// <remarks>
63 /// This property is automatically assigned by the input system.
64 /// </remarks>
65 // ReSharper disable once MemberCanBePrivate.Global
66 // ReSharper disable once FieldCanBeMadeReadOnly.Global
67 [InputControl(layout = "Axis")] public int left;
68
69 /// <summary>
70 /// Binding for the button that represents the right (that is, <c>(1,0,0)</c>) direction of the vector.
71 /// </summary>
72 /// <remarks>
73 /// This property is automatically assigned by the input system.
74 /// </remarks>
75 // ReSharper disable once MemberCanBePrivate.Global
76 // ReSharper disable once FieldCanBeMadeReadOnly.Global
77 [InputControl(layout = "Axis")] public int right;
78
79 /// <summary>
80 /// Binding for the button that represents the right (that is, <c>(0,0,1)</c>) direction of the vector.
81 /// </summary>
82 /// <remarks>
83 /// This property is automatically assigned by the input system.
84 /// </remarks>
85 // ReSharper disable once MemberCanBePrivate.Global
86 // ReSharper disable once FieldCanBeMadeReadOnly.Global
87 [InputControl(layout = "Axis")] public int forward;
88
89 /// <summary>
90 /// Binding for the button that represents the right (that is, <c>(0,0,-1)</c>) direction of the vector.
91 /// </summary>
92 /// <remarks>
93 /// This property is automatically assigned by the input system.
94 /// </remarks>
95 // ReSharper disable once MemberCanBePrivate.Global
96 // ReSharper disable once FieldCanBeMadeReadOnly.Global
97 [InputControl(layout = "Axis")] public int backward;
98
99 /// <summary>
100 /// How to synthesize a <c>Vector3</c> from the values read from <see cref="up"/>, <see cref="down"/>,
101 /// <see cref="left"/>, <see cref="right"/>, <see cref="forward"/>, and <see cref="backward"/>.
102 /// </summary>
103 /// <value>Determines how X, Y, and Z of the resulting <c>Vector3</c> are formed from input values.</value>
104 public Mode mode = Mode.Analog;
105
106 /// <inheritdoc/>
107 public override Vector3 ReadValue(ref InputBindingCompositeContext context)
108 {
109 if (mode == Mode.Analog)
110 {
111 var upValue = context.ReadValue<float>(up);
112 var downValue = context.ReadValue<float>(down);
113 var leftValue = context.ReadValue<float>(left);
114 var rightValue = context.ReadValue<float>(right);
115 var forwardValue = context.ReadValue<float>(forward);
116 var backwardValue = context.ReadValue<float>(backward);
117
118 return new Vector3(rightValue - leftValue, upValue - downValue, forwardValue - backwardValue);
119 }
120 else
121 {
122 var upValue = context.ReadValueAsButton(up) ? 1f : 0f;
123 var downValue = context.ReadValueAsButton(down) ? -1f : 0f;
124 var leftValue = context.ReadValueAsButton(left) ? -1f : 0f;
125 var rightValue = context.ReadValueAsButton(right) ? 1f : 0f;
126 var forwardValue = context.ReadValueAsButton(forward) ? 1f : 0f;
127 var backwardValue = context.ReadValueAsButton(backward) ? -1f : 0f;
128
129 var vector = new Vector3(leftValue + rightValue, upValue + downValue, forwardValue + backwardValue);
130
131 if (mode == Mode.DigitalNormalized)
132 vector = vector.normalized;
133
134 return vector;
135 }
136 }
137
138 /// <inheritdoc />
139 public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
140 {
141 var value = ReadValue(ref context);
142 return value.magnitude;
143 }
144
145 /// <summary>
146 /// Determines how a <c>Vector3</c> is synthesized from part controls.
147 /// </summary>
148 public enum Mode
149 {
150 /// <summary>
151 /// Part controls are treated as analog meaning that the floating-point values read from controls
152 /// will come through as is (minus the fact that the down and left direction values are negated).
153 /// </summary>
154 Analog,
155
156 /// <summary>
157 /// Part controls are treated as buttons (on/off) and the resulting vector is normalized. This means
158 /// that if, for example, both left and up are pressed, instead of returning a vector (-1,1,0), a vector
159 /// of roughly (-0.7,0.7,0) (that is, corresponding to <c>new Vector3(-1,1,0).normalized</c>) is returned instead.
160 /// </summary>
161 DigitalNormalized,
162
163 /// <summary>
164 /// Part controls are treated as buttons (on/off) and the resulting vector is not normalized. This means
165 /// that if both left and up are pressed, for example, the resulting vector is (-1,1,0) and has a length
166 /// greater than 1.
167 /// </summary>
168 Digital,
169 }
170 }
171
172 #if UNITY_EDITOR
173 internal class Vector3CompositeEditor : InputParameterEditor<Vector3Composite>
174 {
175 private GUIContent m_ModeLabel = new GUIContent("Mode",
176 "How to synthesize a Vector3 from the inputs. Digital "
177 + "treats part bindings as buttons (on/off) whereas Analog preserves "
178 + "floating-point magnitudes as read from controls.");
179
180 public override void OnGUI()
181 {
182#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
183 if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets)) return;
184#endif
185 target.mode = (Vector3Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
186 }
187
188#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
189 public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
190 {
191 var modeField = new EnumField(m_ModeLabel.text, target.mode)
192 {
193 tooltip = m_ModeLabel.tooltip
194 };
195
196 modeField.RegisterValueChangedCallback(evt =>
197 {
198 target.mode = (Vector3Composite.Mode)evt.newValue;
199 onChangedCallback();
200 });
201
202 root.Add(modeField);
203 }
204
205#endif
206 }
207 #endif
208}