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