/// Credit Simon (simonDarksideJ) Jackson /// Sourced from - UI SIM source and My Brain namespace UnityEngine.EventSystems { [AddComponentMenu("Event/Extensions/GamePad Input Module")] public class GamePadInputModule : BaseInputModule { private float m_PrevActionTime; Vector2 m_LastMoveVector; int m_ConsecutiveMoveCount = 0; protected GamePadInputModule() {} [SerializeField] private string m_HorizontalAxis = "Horizontal"; /// /// Name of the vertical axis for movement (if axis events are used). /// [SerializeField] private string m_VerticalAxis = "Vertical"; /// /// Name of the submit button. /// [SerializeField] private string m_SubmitButton = "Submit"; /// /// Name of the submit button. /// [SerializeField] private string m_CancelButton = "Cancel"; [SerializeField] private float m_InputActionsPerSecond = 10; [SerializeField] private float m_RepeatDelay = 0.1f; public float inputActionsPerSecond { get { return m_InputActionsPerSecond; } set { m_InputActionsPerSecond = value; } } public float repeatDelay { get { return m_RepeatDelay; } set { m_RepeatDelay = value; } } /// /// Name of the horizontal axis for movement (if axis events are used). /// public string horizontalAxis { get { return m_HorizontalAxis; } set { m_HorizontalAxis = value; } } /// /// Name of the vertical axis for movement (if axis events are used). /// public string verticalAxis { get { return m_VerticalAxis; } set { m_VerticalAxis = value; } } public string submitButton { get { return m_SubmitButton; } set { m_SubmitButton = value; } } public string cancelButton { get { return m_CancelButton; } set { m_CancelButton = value; } } public override bool ShouldActivateModule() { if (!base.ShouldActivateModule()) return false; var shouldActivate = true; shouldActivate |= Input.GetButtonDown(m_SubmitButton); shouldActivate |= Input.GetButtonDown(m_CancelButton); shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f); shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f); return shouldActivate; } public override void ActivateModule() { StandaloneInputModule StandAloneSystem = GetComponent(); if (StandAloneSystem && StandAloneSystem.enabled) { Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " + "please remove it from the Event System in this scene or disable it when this module is in use"); } base.ActivateModule(); var toSelect = eventSystem.currentSelectedGameObject; if (toSelect == null) toSelect = eventSystem.firstSelectedGameObject; eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData()); } public override void DeactivateModule() { base.DeactivateModule(); } public override void Process() { bool usedEvent = SendUpdateEventToSelectedObject(); if (eventSystem.sendNavigationEvents) { if (!usedEvent) usedEvent |= SendMoveEventToSelectedObject(); if (!usedEvent) SendSubmitEventToSelectedObject(); } } /// /// Process submit keys. /// protected bool SendSubmitEventToSelectedObject() { if (eventSystem.currentSelectedGameObject == null) return false; var data = GetBaseEventData(); if (Input.GetButtonDown(m_SubmitButton)) ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler); if (Input.GetButtonDown(m_CancelButton)) ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler); return data.used; } private Vector2 GetRawMoveVector() { Vector2 move = Vector2.zero; move.x = Input.GetAxisRaw(m_HorizontalAxis); move.y = Input.GetAxisRaw(m_VerticalAxis); if (Input.GetButtonDown(m_HorizontalAxis)) { if (move.x < 0) move.x = -1f; if (move.x > 0) move.x = 1f; } if (Input.GetButtonDown(m_VerticalAxis)) { if (move.y < 0) move.y = -1f; if (move.y > 0) move.y = 1f; } return move; } /// /// Process events. /// protected bool SendMoveEventToSelectedObject() { float time = Time.unscaledTime; Vector2 movement = GetRawMoveVector(); if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) { m_ConsecutiveMoveCount = 0; return false; } // If user pressed key again, always allow event bool allow = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis); bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0); if (!allow) { // Otherwise, user held down key or axis. // If direction didn't change at least 90 degrees, wait for delay before allowing consecutive event. if (similarDir && m_ConsecutiveMoveCount == 1) allow = (time > m_PrevActionTime + m_RepeatDelay); // If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate. else allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); } if (!allow) return false; var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f); ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); if (!similarDir) m_ConsecutiveMoveCount = 0; m_ConsecutiveMoveCount++; m_PrevActionTime = time; m_LastMoveVector = movement; return axisEventData.used; } protected bool SendUpdateEventToSelectedObject() { if (eventSystem.currentSelectedGameObject == null) return false; var data = GetBaseEventData(); ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); return data.used; } } }