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- #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.
- /// </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)
- {
- 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
- {
- [AddComponentMenu("")] // Hide in menu
- public class CinemachineInputProvider : MonoBehaviour {}
- }
- #endif
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