hellbound/Assets/Sources/Feel/MMTools/Tools/MMHelpers/MMInput.cs

140 lines
4.7 KiB
C#

using UnityEngine;
using System.Collections;
namespace MoreMountains.Tools
{
/// <summary>
/// Input helpers
/// </summary>
public class MMInput : MonoBehaviour
{
/// <summary>
/// All possible states for a button. Can be used in a state machine.
/// </summary>
public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp }
public enum AxisTypes { Positive, Negative }
/// <summary>
/// Takes an axis and returns a ButtonState depending on whether the axis is pressed or not (useful for xbox triggers for example), and when you need to use an axis/trigger as a binary thing
/// </summary>
/// <returns>The axis as button.</returns>
/// <param name="axisName">Axis name.</param>
/// <param name="threshold">Threshold value below which the button is off or released.</param>
/// <param name="currentState">Current state of the axis.</param>
public static ButtonStates ProcessAxisAsButton (string axisName, float threshold, ButtonStates currentState, AxisTypes AxisType = AxisTypes.Positive)
{
float axisValue = Input.GetAxis (axisName);
ButtonStates returnState;
bool comparison = (AxisType == AxisTypes.Positive) ? (axisValue < threshold) : (axisValue > threshold);
if (comparison)
{
if (currentState == ButtonStates.ButtonPressed)
{
returnState = ButtonStates.ButtonUp;
}
else
{
returnState = ButtonStates.Off;
}
}
else
{
if (currentState == ButtonStates.Off)
{
returnState = ButtonStates.ButtonDown;
}
else
{
returnState = ButtonStates.ButtonPressed;
}
}
return returnState;
}
/// <summary>
/// IM button, short for InputManager button, a class used to handle button states, whether mobile or actual keys
/// </summary>
public class IMButton
{
/// a state machine used to store button states
public MMStateMachine<MMInput.ButtonStates> State {get;protected set;}
/// the unique ID of this button
public string ButtonID;
public delegate void ButtonDownMethodDelegate();
public delegate void ButtonPressedMethodDelegate();
public delegate void ButtonUpMethodDelegate();
public ButtonDownMethodDelegate ButtonDownMethod;
public ButtonPressedMethodDelegate ButtonPressedMethod;
public ButtonUpMethodDelegate ButtonUpMethod;
/// returns the time (in unscaled seconds) since the last time the button was pressed down
public float TimeSinceLastButtonDown { get { return Time.unscaledTime - _lastButtonDownAt; } }
/// returns the time (in unscaled seconds) since the last time the button was released
public float TimeSinceLastButtonUp { get { return Time.unscaledTime - _lastButtonUpAt; } }
/// returns true if this button was pressed down within the time (in unscaled seconds) passed in parameters
public bool ButtonDownRecently(float time) { return (Time.unscaledTime - TimeSinceLastButtonDown <= time); }
/// returns true if this button was released within the time (in unscaled seconds) passed in parameters
public bool ButtonUpRecently(float time) { return (Time.unscaledTime - TimeSinceLastButtonUp <= time); }
protected float _lastButtonDownAt;
protected float _lastButtonUpAt;
public IMButton(string playerID, string buttonID, ButtonDownMethodDelegate btnDown = null, ButtonPressedMethodDelegate btnPressed = null, ButtonUpMethodDelegate btnUp = null)
{
ButtonID = playerID + "_" + buttonID;
ButtonDownMethod = btnDown;
ButtonUpMethod = btnUp;
ButtonPressedMethod = btnPressed;
State = new MMStateMachine<MMInput.ButtonStates> (null, false);
State.ChangeState (MMInput.ButtonStates.Off);
}
public virtual void TriggerButtonDown()
{
_lastButtonDownAt = Time.unscaledTime;
if (ButtonDownMethod == null)
{
State.ChangeState(MMInput.ButtonStates.ButtonDown);
}
else
{
ButtonDownMethod();
}
}
public virtual void TriggerButtonPressed()
{
if (ButtonPressedMethod == null)
{
State.ChangeState(MMInput.ButtonStates.ButtonPressed);
}
else
{
ButtonPressedMethod();
}
}
public virtual void TriggerButtonUp()
{
_lastButtonUpAt = Time.unscaledTime;
if (ButtonUpMethod == null)
{
State.ChangeState(MMInput.ButtonStates.ButtonUp);
}
else
{
ButtonUpMethod();
}
}
}
}
}