2021-06-25 07:50:12 -04:00

122 lines
4.8 KiB
C#

#if CINEMACHINE_UNITY_INPUTSYSTEM
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Users;
namespace Cinemachine
{
/// <summary>
/// This is an add-on to override the legacy input system and read input using the
/// UnityEngine.Input package API. Add this behaviour to any CinemachineVirtualCamera
/// or FreeLook that requires user input, and drag in the the desired actions.
/// If the Input Syatem Package is not installed, then this behaviour does nothing.
/// </summary>
[HelpURL(Documentation.BaseURL + "manual/CinemachineAlternativeInput.html")]
public class CinemachineInputProvider : MonoBehaviour, AxisState.IInputAxisProvider
{
/// <summary>
/// Leave this at -1 for single-player games.
/// For multi-player games, set this to be the player index, and the actions will
/// be read from that player's controls
/// </summary>
[Tooltip("Leave this at -1 for single-player games. "
+ "For multi-player games, set this to be the player index, and the actions will "
+ "be read from that player's controls")]
public int PlayerIndex = -1;
/// <summary>Vector2 action for XY movement</summary>
[Tooltip("Vector2 action for XY movement")]
public InputActionReference XYAxis;
/// <summary>Float action for Z movement</summary>
[Tooltip("Float action for Z movement")]
public InputActionReference ZAxis;
/// <summary>
/// Implementation of AxisState.IInputAxisProvider.GetAxisValue().
/// Axis index ranges from 0...2 for X, Y, and Z.
/// Reads the action associated with the axis.
/// </summary>
/// <param name="axis"></param>
/// <returns>The current axis value</returns>
public virtual float GetAxisValue(int axis)
{
if (enabled)
{
var action = ResolveForPlayer(axis, axis == 2 ? ZAxis : XYAxis);
if (action != null)
{
switch (axis)
{
case 0: return action.ReadValue<Vector2>().x;
case 1: return action.ReadValue<Vector2>().y;
case 2: return action.ReadValue<float>();
}
}
}
return 0;
}
const int NUM_AXES = 3;
InputAction[] m_cachedActions;
/// <summary>
/// In a multi-player context, actions are associated with specific players
/// This resolves the appropriate action reference for the specified player.
///
/// Because the resolution involves a search, we also cache the returned
/// action to make future resolutions faster.
/// </summary>
/// <param name="axis">Which input axis (0, 1, or 2)</param>
/// <param name="actionRef">Which action reference to resolve</param>
/// <returns>The cached action for the player specified in PlayerIndex</returns>
protected InputAction ResolveForPlayer(int axis, InputActionReference actionRef)
{
if (axis < 0 || axis >= NUM_AXES)
return null;
if (actionRef == null || actionRef.action == null)
return null;
if (m_cachedActions == null || m_cachedActions.Length != NUM_AXES)
m_cachedActions = new InputAction[NUM_AXES];
if (m_cachedActions[axis] != null && actionRef.action.id != m_cachedActions[axis].id)
m_cachedActions[axis] = null;
if (m_cachedActions[axis] == null)
{
m_cachedActions[axis] = actionRef.action;
if (PlayerIndex != -1)
{
var user = InputUser.all[PlayerIndex];
m_cachedActions[axis] = user.actions.First(x => x.id == actionRef.action.id);
}
}
// Auto-enable it if disabled
if (m_cachedActions[axis] != null && !m_cachedActions[axis].enabled)
m_cachedActions[axis].Enable();
return m_cachedActions[axis];
}
// Clean up
protected virtual void OnDisable()
{
m_cachedActions = null;
}
}
}
#else
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// This is an add-on to override the legacy input system and read input using the
/// UnityEngine.Input package API. Add this behaviour to any CinemachineVirtualCamera
/// or FreeLook that requires user input, and drag in the the desired actions.
/// If the Input Syatem Package is not installed, then this behaviour does nothing.
/// </summary>
[AddComponentMenu("")] // Hide in menu
public class CinemachineInputProvider : MonoBehaviour {}
}
#endif