4713 lines
257 KiB
C#
4713 lines
257 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if VIU_PLUGIN
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using HTC.UnityPlugin.Vive;
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#endif
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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[AddComponentMenu("Sci-Fi Ship Controller/Ship Components/Player Input Module")]
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[HelpURL("http://scsmmedia.com/ssc-documentation")]
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[RequireComponent(typeof(ShipControlModule))]
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[DisallowMultipleComponent]
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public class PlayerInputModule : MonoBehaviour
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{
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#region Enumerations
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public enum InputMode
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{
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DirectKeyboard = 0,
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LegacyUnity = 10,
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UnityInputSystem = 20,
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OculusAPI = 23,
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Rewired = 30,
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Vive = 80,
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UnityXR = 85
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}
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public enum InputAxisMode
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{
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NoInput = 0,
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SingleAxis = 10,
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CombinedAxis = 20
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}
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public enum OculusInputType
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{
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Button = 0,
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Axis1D = 1,
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Axis2D = 2,
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Pose = 3
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}
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public enum ViveInputType
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{
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Button = 0,
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Axis = 1,
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Pose = 2
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}
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// Vive defines each of these as enums.
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// e.g. BodyRole is an enumeration, DeviceRole is an enumeration etc.
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public enum ViveRoleType
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{
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BodyRole = 0,
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DeviceRole = 1,
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HandRole = 2,
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TrackerRole = 3
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}
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// Typically used with a Head Mounted Display (HMD)
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public enum VRPoseRotation
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{
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RotationX = 0,
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RotationY = 1,
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RotationZ = 2
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}
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#endregion
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#region Public Properties
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/// <summary>
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/// Gets a reference to the input being set from the PlayerInputModule to the ShipControlMode
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/// </summary>
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public ShipInput GetShipInput { get { return shipInput; } }
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/// <summary>
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/// Get a reference to the ShipControlModule that this PlayerInputModule will send input data to.
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/// </summary>
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public ShipControlModule GetShipControlModule { get { return shipControlModule; } }
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/// <summary>
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/// Is the Player Input Module initialised and ready for use?
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/// </summary>
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public bool IsInitialised { get; private set; }
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/// <summary>
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/// Is the PlayerInputModule currently enabled to send input to the ship?
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/// See EnableInput() and DisableInput(..)
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/// </summary>
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public bool IsInputEnabled { get { return isInputEnabled; } }
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/// <summary>
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/// Is all input except CustomerPlayerInputs ignored?
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/// See EnableInput() and DisableInput(..)
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/// </summary>
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public bool IsCustomPlayerInputOnlyEnabled { get { return isCustomPlayerInputsOnlyEnabled; } }
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/// <summary>
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/// Is the ship currently getting movement input from the ShipAIInputModule rather than PlayerInputModule?
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/// </summary>
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public bool IsShipAIModeEnabled { get { return isShipAIModeEnabled; } }
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#endregion
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#region Public Variables and properties
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public InputMode inputMode = InputMode.DirectKeyboard;
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/// <summary>
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/// The ship will attempt to maintain the same forward speed based on the last player longitudinal input [Default: OFF]
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/// </summary>
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public bool isAutoCruiseEnabled = false;
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/// <summary>
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/// If enabled, Initialise() will be called as soon as Awake() runs. This should be disabled if you want to control
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/// when the Player Input Module is enabled through code. You can also use with EnableInput().
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/// </summary>
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public bool initialiseOnAwake = true;
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/// <summary>
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/// Is input enabled when the module is first initialised? See also EnableInput() and DisableInput().
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/// </summary>
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public bool isEnabledOnInitialise = true;
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/// <summary>
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/// Are only the custom player inputs enabled when the module is first initialised? See also DisableInput(..).
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/// </summary>
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public bool isCustomInputsOnlyOnInitialise = false;
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/// <summary>
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/// [INTERNAL ONLY]
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/// </summary>
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public bool allowRepaint = false;
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#region Direct Keyboard Input
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public KeyCode horizontalInputPositiveKeycode = KeyCode.None;
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public KeyCode horizontalInputNegativeKeycode = KeyCode.None;
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public KeyCode verticalInputPositiveKeycode = KeyCode.None;
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public KeyCode verticalInputNegativeKeycode = KeyCode.None;
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public KeyCode longitudinalInputPositiveKeycode = KeyCode.UpArrow;
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public KeyCode longitudinalInputNegativeKeycode = KeyCode.DownArrow;
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public KeyCode pitchInputPositiveKeycode = KeyCode.W;
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public KeyCode pitchInputNegativeKeycode = KeyCode.S;
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public KeyCode yawInputPositiveKeycode = KeyCode.D;
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public KeyCode yawInputNegativeKeycode = KeyCode.A;
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public KeyCode rollInputPositiveKeycode = KeyCode.RightArrow;
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public KeyCode rollInputNegativeKeycode = KeyCode.LeftArrow;
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public KeyCode primaryFireKeycode = KeyCode.Mouse0;
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public KeyCode secondaryFireKeycode = KeyCode.Mouse1;
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public KeyCode dockingKeycode = KeyCode.None;
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public bool isMouseForPitchEnabledDKI = false;
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public bool isMouseForYawEnabledDKI = false;
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// Currently only used with Mouse
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[Range(0.1f, 1.0f)] public float pitchSensitivityDKI = 0.5f;
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[Range(0.1f, 1.0f)] public float yawSensitivityDKI = 0.5f;
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[Range(0f, 0.25f)] public float pitchDeadzoneDKI = 0.0125f;
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[Range(0f, 0.25f)] public float yawDeadzoneDKI = 0.01f;
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#endregion
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#region Common input variables
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public InputAxisMode horizontalInputAxisMode = InputAxisMode.NoInput;
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public InputAxisMode verticalInputAxisMode = InputAxisMode.NoInput;
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public InputAxisMode longitudinalInputAxisMode = InputAxisMode.SingleAxis;
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public InputAxisMode pitchInputAxisMode = InputAxisMode.SingleAxis;
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public InputAxisMode yawInputAxisMode = InputAxisMode.SingleAxis;
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public InputAxisMode rollInputAxisMode = InputAxisMode.SingleAxis;
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// Used with Occulus, Vive, Rewired, Unity Input System
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public bool primaryFireButtonEnabled = false;
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public bool secondaryFireButtonEnabled = false;
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public bool dockingButtonEnabled = false;
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/// <summary>
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/// Used for force feedback or vibration. Typically there are 2 motors on a gamepad.
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/// This value is used for the left low frequency motor when present.
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/// Call ReinitialiseRumble() after changing this value at runtime.
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/// </summary>
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[Range(0f,1f)] public float maxRumble1 = 0f;
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/// <summary>
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/// Used for force feedback or vibration. Typically there are 2 motors on a gamepad.
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/// This value is used for the right high frequency motor when present.
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/// Call ReinitialiseRumble() after changing this value at runtime.
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/// </summary>
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[Range(0f,1f)] public float maxRumble2 = 0f;
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#endregion
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#region Common input sensitivity variables
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public bool isSensitivityForHorizontalEnabled = false;
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public bool isSensitivityForVerticalEnabled = false;
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public bool isSensitivityForLongitudinalEnabled = false;
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public bool isSensitivityForPitchEnabled = false;
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public bool isSensitivityForYawEnabled = false;
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public bool isSensitivityForRollEnabled = false;
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[Range(0.01f, 10f)] public float horizontalAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float verticalAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float longitudinalAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float pitchAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float yawAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float rollAxisSensitivity = 3f;
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[Range(0.01f, 10f)] public float horizontalAxisGravity = 3f;
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[Range(0.01f, 10f)] public float verticalAxisGravity = 3f;
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[Range(0.01f, 10f)] public float longitudinalAxisGravity = 3f;
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[Range(0.01f, 10f)] public float pitchAxisGravity = 3f;
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[Range(0.01f, 10f)] public float yawAxisGravity = 3f;
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[Range(0.01f, 10f)] public float rollAxisGravity = 3f;
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#endregion
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#region Common Input Invert variables
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public bool invertHorizontalInputAxis = false;
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public bool invertVerticalInputAxis = false;
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public bool invertLongitudinalInputAxis = false;
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public bool invertPitchInputAxis = false;
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public bool invertYawInputAxis = false;
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public bool invertRollInputAxis = false;
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#endregion
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#region Common Data Discard variables (Advanced)
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/// <summary>
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/// Should we use or discard data from the horizontal axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isHorizontalDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the vertical axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isVerticalDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the longitudinal axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isLongitudinalDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the pitch axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isPitchDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the yaw axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isYawDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the roll axis?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isRollDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the primaryFire button?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isPrimaryFireDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the secondaryFire button?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isSecondaryFireDataDiscarded;
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/// <summary>
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/// Should we use or discard data from the dock button?
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/// Call ReinitialiseDiscardData() after modifying this at runtime.
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/// </summary>
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public bool isDockDataDiscarded;
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#endregion
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#region Legacy Unity Input System
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public string positiveHorizontalInputAxisName = "Horizontal";
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public string negativeHorizontalInputAxisName = "Horizontal";
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public string positiveVerticalInputAxisName = "Vertical";
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public string negativeVerticalInputAxisName = "Vertical";
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public string positiveLongitudinalInputAxisName = "Vertical";
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public string negativeLongitudinalInputAxisName = "Vertical";
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public string positivePitchInputAxisName = "Vertical";
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public string negativePitchInputAxisName = "Vertical";
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public string positiveYawInputAxisName = "Horizontal";
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public string negativeYawInputAxisName = "Horizontal";
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public string positiveRollInputAxisName = "Horizontal";
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public string negativeRollInputAxisName = "Horizontal";
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public string primaryFireInputAxisName = "Fire1";
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public string secondaryFireInputAxisName = "Fire2";
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public string dockingInputAxisName = "Dock";
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public bool isPositiveHorizontalInputAxisValid = true;
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public bool isNegativeHorizontalInputAxisValid = true;
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public bool isPositiveVerticalInputAxisValid = true;
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public bool isNegativeVerticalInputAxisValid = true;
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public bool isPositiveLongitudinalInputAxisValid = true;
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public bool isNegativeLongitudinalInputAxisValid = true;
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public bool isPositivePitchInputAxisValid = true;
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public bool isNegativePitchInputAxisValid = true;
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public bool isPositiveYawInputAxisValid = true;
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public bool isNegativeYawInputAxisValid = true;
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public bool isPositiveRollInputAxisValid = true;
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public bool isNegativeRollInputAxisValid = true;
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public bool isPrimaryFireInputAxisValid = true;
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public bool isSecondaryFireInputAxisValid = true;
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public bool isDockingInputAxisValid = true;
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public bool isMouseForPitchEnabledLIS = false;
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public bool isMouseForYawEnabledLIS = false;
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// Currently only used with Mouse
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[Range(0.1f, 1.0f)] public float pitchSensitivityLIS = 0.5f;
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[Range(0.1f, 1.0f)] public float yawSensitivityLIS = 0.5f;
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[Range(0f, 0.25f)] public float pitchDeadzoneLIS = 0.05f;
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[Range(0f, 0.25f)] public float yawDeadzoneLIS = 0.05f;
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#endregion
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#region Oculus OVR API input
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public bool isOVRInputUpdatedIfRequired = false;
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/// <summary>
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/// Oculus API Input Type 0 = Button, 1 = Axis1D, 2 = Axis2D
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/// </summary>
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public OculusInputType ovrHorizontalInputType = OculusInputType.Axis1D;
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public OculusInputType ovrVerticalInputType = OculusInputType.Axis1D;
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public OculusInputType ovrLongitudinalInputType = OculusInputType.Axis1D;
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public OculusInputType ovrPitchInputType = OculusInputType.Axis1D;
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public OculusInputType ovrYawInputType = OculusInputType.Axis1D;
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public OculusInputType ovrRollInputType = OculusInputType.Axis1D;
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// primary and secondary fire and docking will always be Button input type.
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// Store as Int so can be included when OVR is not installed (0 = None in OVRInput)
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public int positiveHorizontalInputOVR = 0;
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public int negativeHorizontalInputOVR = 0;
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public int positiveVerticalInputOVR = 0;
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public int negativeVerticalInputOVR = 0;
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public int positiveLongitudinalInputOVR = 0;
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public int negativeLongitudinalInputOVR = 0;
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public int positivePitchInputOVR = 0;
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public int negativePitchInputOVR = 0;
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public int positiveYawInputOVR = 0;
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public int negativeYawInputOVR = 0;
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public int positiveRollInputOVR = 0;
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public int negativeRollInputOVR = 0;
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public int primaryFireInputOVR = 0;
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public int secondaryFireInputOVR = 0;
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public int dockingInputOVR = 0;
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#endregion
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#region Unity Input System
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// Unity Input System stores actionId internally as string rather than System.Guid
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// We don't require positive and negative as Input System supports Composite Bindings
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public string positiveHorizontalInputActionIdUIS = "";
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public string positiveVerticalInputActionIdUIS = "";
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public string positiveLongitudinalInputActionIdUIS = "";
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public string positivePitchInputActionIdUIS = "";
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public string positiveYawInputActionIdUIS = "";
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public string positiveRollInputActionIdUIS = "";
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public string primaryFireInputActionIdUIS = "";
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public string secondaryFireInputActionIdUIS = "";
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public string dockingInputActionIdUIS = "";
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// quit is a special action that is added with Add Quit onscreen controls
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public string quitInputActionIdUIS = "QuitApp";
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// An Action can return a Control Type with or or more values.
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// e.g. bool, float, Vector2, Vector3. The SSC zero-based DataSlot indicates which value to use.
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// For composite bindings e.g. 2DVector/Dpad, the slot matches the axis.
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// Left/Right = x-axis = slot 1, Up/Down = y-axis = slot 2.
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public int positiveHorizontalInputActionDataSlotUIS = 0;
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public int positiveVerticalInputActionDataSlotUIS = 0;
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public int positiveLongitudinalInputActionDataSlotUIS = 0;
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public int positivePitchInputActionDataSlotUIS = 0;
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public int positiveYawInputActionDataSlotUIS = 0;
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public int positiveRollInputActionDataSlotUIS = 0;
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public int primaryFireInputActionDataSlotUIS = 0;
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public int secondaryFireInputActionDataSlotUIS = 0;
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public int dockingInputActionDataSlotUIS = 0;
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public bool isMouseForPitchEnabledUIS = false;
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public bool isMouseForYawEnabledUIS = false;
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// Currently only used with Mouse
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[Range(0.1f, 1.0f)] public float pitchSensitivityUIS = 0.5f;
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[Range(0.1f, 1.0f)] public float yawSensitivityUIS = 0.5f;
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[Range(0f, 0.25f)] public float pitchDeadzoneUIS = 0.05f;
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[Range(0f, 0.25f)] public float yawDeadzoneUIS = 0.05f;
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|||
|
|
|||
|
public delegate void CallbackOnQuitGame(ShipControlModule shipControlModule);
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The name of the custom method that is called immediately
|
|||
|
/// after user presses button to quit the game. Your method
|
|||
|
/// must take 1 parameter of class ShipControlModule.
|
|||
|
/// NOTE: Currently only works with Unity Input System.
|
|||
|
/// </summary>
|
|||
|
public CallbackOnQuitGame callbackOnQuitGame = null;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Rewired Input
|
|||
|
public int rewiredPlayerNumber = 0; // Human player number 1+ (0 = no player assigned)
|
|||
|
// Action Ids are more efficient than using Action Friendly Names
|
|||
|
public int positiveHorizontalInputActionId = -1;
|
|||
|
public int negativeHorizontalInputActionId = -1;
|
|||
|
public int positiveVerticalInputActionId = -1;
|
|||
|
public int negativeVerticalInputActionId = -1;
|
|||
|
public int positiveLongitudinalInputActionId = -1;
|
|||
|
public int negativeLongitudinalInputActionId = -1;
|
|||
|
public int positivePitchInputActionId = -1;
|
|||
|
public int negativePitchInputActionId = -1;
|
|||
|
public int positiveYawInputActionId = -1;
|
|||
|
public int negativeYawInputActionId = -1;
|
|||
|
public int positiveRollInputActionId = -1;
|
|||
|
public int negativeRollInputActionId = -1;
|
|||
|
public int primaryFireInputActionId = -1;
|
|||
|
public int secondaryFireInputActionId = -1;
|
|||
|
public int dockingInputActionId = -1;
|
|||
|
#endregion
|
|||
|
|
|||
|
#region VIVE Input variables
|
|||
|
public ViveInputType viveHorizontalInputType = ViveInputType.Axis;
|
|||
|
public ViveInputType viveVerticalInputType = ViveInputType.Axis;
|
|||
|
public ViveInputType viveLongitudinalInputType = ViveInputType.Axis;
|
|||
|
public ViveInputType vivePitchInputType = ViveInputType.Axis;
|
|||
|
public ViveInputType viveYawInputType = ViveInputType.Axis;
|
|||
|
public ViveInputType viveRollInputType = ViveInputType.Axis;
|
|||
|
|
|||
|
// Inputs can be from a Device, Hand, Tracker or Body role
|
|||
|
// These are then broken down into their enum elements
|
|||
|
public ViveRoleType viveHorizontalRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveVerticalRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveLongitudinalRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType vivePitchRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveYawRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveRollRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType vivePrimaryFireRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveSecondaryFireRoleType = ViveRoleType.HandRole;
|
|||
|
public ViveRoleType viveDockingRoleType = ViveRoleType.HandRole;
|
|||
|
|
|||
|
// Each Role Type has an associated sub-category from an Enum called
|
|||
|
// rolevalue, named here the RoleId as an integer so that it can be stored
|
|||
|
// here even if Vive Input Utility is not installed.
|
|||
|
public int positiveHorizontalInputRoleId = 0;
|
|||
|
public int negativeHorizontalInputRoleId = 0;
|
|||
|
public int positiveVerticalInputRoleId = 0;
|
|||
|
public int negativeVerticalInputRoleId = 0;
|
|||
|
public int positiveLongitudinalInputRoleId = 0;
|
|||
|
public int negativeLongitudinalInputRoleId = 0;
|
|||
|
public int positivePitchInputRoleId = 0;
|
|||
|
public int negativePitchInputRoleId = 0;
|
|||
|
public int positiveYawInputRoleId = 0;
|
|||
|
public int negativeYawInputRoleId = 0;
|
|||
|
public int positiveRollInputRoleId = 0;
|
|||
|
public int negativeRollInputRoleId = 0;
|
|||
|
public int primaryFireInputRoleId = 0;
|
|||
|
public int secondaryFireInputRoleId = 0;
|
|||
|
public int dockingInputRoleId = 0;
|
|||
|
|
|||
|
// Store as Int so can be included when Vive is not installed (0 = None in ViveInput)
|
|||
|
// This is the ControllerAxis, ControllerButton, or Pose Rotation enum value.
|
|||
|
public int positiveHorizontalInputCtrlVive = 0;
|
|||
|
public int negativeHorizontalInputCtrlVive = 0;
|
|||
|
public int positiveVerticalInputCtrlVive = 0;
|
|||
|
public int negativeVerticalInputCtrlVive = 0;
|
|||
|
public int positiveLongitudinalInputCtrlVive = 0;
|
|||
|
public int negativeLongitudinalInputCtrlVive = 0;
|
|||
|
public int positivePitchInputCtrlVive = 0;
|
|||
|
public int negativePitchInputCtrlVive = 0;
|
|||
|
public int positiveYawInputCtrlVive = 0;
|
|||
|
public int negativeYawInputCtrlVive = 0;
|
|||
|
public int positiveRollInputCtrlVive = 0;
|
|||
|
public int negativeRollInputCtrlVive = 0;
|
|||
|
public int primaryFireInputCtrlVive = 0;
|
|||
|
public int secondaryFireInputCtrlVive = 0;
|
|||
|
public int dockingInputCtrlVive = 0;
|
|||
|
#endregion
|
|||
|
|
|||
|
#region UnityXR
|
|||
|
|
|||
|
// Unity Input System (which XR uses) stores actionMapId internally as string rather than System.Guid
|
|||
|
// We don't require positive and negative as Input System supports Composite Bindings
|
|||
|
public string positiveHorizontalInputActionMapIdXR = "";
|
|||
|
public string positiveVerticalInputActionMapIdXR = "";
|
|||
|
public string positiveLongitudinalInputActionMapIdXR = "";
|
|||
|
public string positivePitchInputActionMapIdXR = "";
|
|||
|
public string positiveYawInputActionMapIdXR = "";
|
|||
|
public string positiveRollInputActionMapIdXR = "";
|
|||
|
public string primaryFireInputActionMapIdXR = "";
|
|||
|
public string secondaryFireInputActionMapIdXR = "";
|
|||
|
public string dockingInputActionMapIdXR = "";
|
|||
|
#endregion UnityXR
|
|||
|
|
|||
|
#region Custom Inputs
|
|||
|
public List<CustomPlayerInput> customPlayerInputList;
|
|||
|
public bool isCustomPlayerInputListExpanded;
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Editor variables
|
|||
|
// Whether the input sections are shown as expanded in the inspector window of the editor.
|
|||
|
public bool horizontalShowInEditor;
|
|||
|
public bool verticalShowInEditor;
|
|||
|
public bool longitudinalShowInEditor;
|
|||
|
public bool pitchShowInEditor;
|
|||
|
public bool yawShowInEditor;
|
|||
|
public bool rollShowInEditor;
|
|||
|
public bool primaryFireShowInEditor;
|
|||
|
public bool secondaryFireShowInEditor;
|
|||
|
public bool dockingShowInEditor;
|
|||
|
public bool rumbleShowInEditor;
|
|||
|
public bool onscreenControlsShowInEditor;
|
|||
|
public bool customPlayerInputsShowInEditor;
|
|||
|
#endregion
|
|||
|
|
|||
|
// General
|
|||
|
public bool primaryFireCanBeHeld = true;
|
|||
|
public bool secondaryFireCanBeHeld = true;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Private Variables
|
|||
|
|
|||
|
private ShipControlModule shipControlModule;
|
|||
|
private ShipInput shipInput;
|
|||
|
private ShipInput lastShipInput;
|
|||
|
private float targetCruiseSpeed = 0f;
|
|||
|
private float currentSpeed = 0f;
|
|||
|
|
|||
|
// Currently only used by legacy input with mouse
|
|||
|
private float targetDisplayOffsetX = 0f;
|
|||
|
|
|||
|
// Input is enabled by default after Initialise() runs.
|
|||
|
private bool isInputEnabled = false;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This is true when everything except CustomPlayerInputs are disabled.
|
|||
|
/// See DisableInput(..) and EnableInput()
|
|||
|
/// </summary>
|
|||
|
private bool isCustomPlayerInputsOnlyEnabled = false;
|
|||
|
|
|||
|
private int numberOfCustomPlayerInputs = 0;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Has the ship been switched to Ship AI Input Module control?
|
|||
|
/// </summary>
|
|||
|
private bool isShipAIModeEnabled = false;
|
|||
|
|
|||
|
#if SSC_OVR
|
|||
|
// See also CheckOVRManager()
|
|||
|
private bool isOVRInputUpdateRequired = false;
|
|||
|
private bool isOVRManagerPresent = false;
|
|||
|
private float poseRotation = 0f;
|
|||
|
#endif
|
|||
|
|
|||
|
#if SSC_REWIRED
|
|||
|
private Rewired.Player rewiredPlayer = null;
|
|||
|
|
|||
|
// Local variables that get populated at runtime
|
|||
|
// Use int rather than enum for speed
|
|||
|
// 0 = Axis, 1 = Button
|
|||
|
// See UpdateRewiredActionTypes()
|
|||
|
private int positiveHorizontalInputActionType = 0;
|
|||
|
private int negativeHorizontalInputActionType = 0;
|
|||
|
private int positiveVerticalInputActionType = 0;
|
|||
|
private int negativeVerticalInputActionType = 0;
|
|||
|
private int positiveLongitudinalInputActionType = 0;
|
|||
|
private int negativeLongitudinalInputActionType = 0;
|
|||
|
private int positivePitchInputActionType = 0;
|
|||
|
private int negativePitchInputActionType = 0;
|
|||
|
private int positiveYawInputActionType = 0;
|
|||
|
private int negativeYawInputActionType = 0;
|
|||
|
private int positiveRollInputActionType = 0;
|
|||
|
private int negativeRollInputActionType = 0;
|
|||
|
private int primaryFireInputActionType = 0;
|
|||
|
private int secondaryFireInputActionType = 0;
|
|||
|
private int dockingInputActionType = 0;
|
|||
|
#endif
|
|||
|
|
|||
|
#if SSC_UIS
|
|||
|
// Ref to a Player Input component that should be attached to the same gameobject
|
|||
|
private UnityEngine.InputSystem.PlayerInput uisPlayerInput = null;
|
|||
|
// Used to map positive[inputtype]InputActionIdUIS to InputAction at runtime
|
|||
|
// We don't require positive and negative as Input System supports Composite Bindings
|
|||
|
// See UpdateUnityInputSystemActions()
|
|||
|
private UnityEngine.InputSystem.InputAction positiveHorizontalInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction positiveVerticalInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction positiveLongitudinalInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction positivePitchInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction positiveYawInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction positiveRollInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction primaryFireInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction secondaryFireInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction quitInputActionUIS = null;
|
|||
|
private UnityEngine.InputSystem.InputAction dockingInputActionUIS = null;
|
|||
|
|
|||
|
// InputAction Control Types can be Axis, Vector2/Dpad, Vector3 + others.
|
|||
|
// They are stored in inputAction.expectedControlType as a string. To avoid GC
|
|||
|
// in Update, convert them to a hashed int32 value.
|
|||
|
private int positiveHorizontalCtrlTypeHashUIS = 0;
|
|||
|
private int positiveVerticalCtrlTypeHashUIS = 0;
|
|||
|
private int positiveLongitudinalCtrlTypeHashUIS = 0;
|
|||
|
private int positivePitchCtrlTypeHashUIS = 0;
|
|||
|
private int positiveYawCtrlTypeHashUIS = 0;
|
|||
|
private int positiveRollCtrlTypeHashUIS = 0;
|
|||
|
private int primaryFireCtrlTypeHashUIS = 0;
|
|||
|
private int secondaryFireCtrlTypeHashUIS = 0;
|
|||
|
private int dockingCtrlTypeHashUIS = 0;
|
|||
|
|
|||
|
private int controlTypeButtonHashUIS = 0;
|
|||
|
private int controlTypeAxisHashUIS = 0;
|
|||
|
private int controlTypeVector2HashUIS = 0;
|
|||
|
private int controlTypeDpadHashUIS = 0;
|
|||
|
private int controlTypeVector3HashUIS = 0;
|
|||
|
#endif
|
|||
|
|
|||
|
#if VIU_PLUGIN
|
|||
|
// Used for mapping the enum vive[..]RoleTypes to SystemTypes at runtime
|
|||
|
// See UpdateViveInput(..) method.
|
|||
|
private System.Type viveHorizontalRoleSystemType = null;
|
|||
|
private System.Type viveVerticalRoleSystemType = null;
|
|||
|
private System.Type viveLongitudinalRoleSystemType = null;
|
|||
|
private System.Type vivePitchRoleSystemType = null;
|
|||
|
private System.Type viveYawRoleSystemType = null;
|
|||
|
private System.Type viveRollRoleSystemType = null;
|
|||
|
private System.Type vivePrimaryFireRoleSystemType = null;
|
|||
|
private System.Type viveSecondaryFireRoleSystemType = null;
|
|||
|
private System.Type viveDockingRoleSystemType = null;
|
|||
|
|
|||
|
// Used for mapping positiveHorizontalInputCtrlVive integer to ControllerAxis enum at runtime
|
|||
|
private ControllerAxis positiveHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativeHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis positiveVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativeVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis positiveLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativeLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis positivePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis positiveYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativeYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis positiveRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
private ControllerAxis negativeRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
|
|||
|
// Used for mapping positiveHorizontalInputCtrlVive integer to ControllerButton enum at runtime
|
|||
|
private ControllerButton positiveHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativeHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton positiveVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativeVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton positiveLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativeLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton positivePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton positiveYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativeYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton positiveRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton negativeRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton primaryFireInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton secondaryFireInputCtrlBtnVive = ControllerButton.None;
|
|||
|
private ControllerButton dockingInputCtrlBtnVive = ControllerButton.None;
|
|||
|
#endif
|
|||
|
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
/// <summary>
|
|||
|
/// The UIS scriptable object that contains the action maps and input actions.
|
|||
|
/// </summary>
|
|||
|
[SerializeField] private UnityEngine.InputSystem.InputActionAsset inputActionAssetXR = null;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The main XR first person camera which is a child of the ship controller
|
|||
|
/// </summary>
|
|||
|
[SerializeField] private Camera firstPersonCamera1XR = null;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The transform of the XR first person camera
|
|||
|
/// </summary>
|
|||
|
[SerializeField] private Transform firstPersonTransform1XR = null;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The transform of the XR left hand
|
|||
|
/// </summary>
|
|||
|
[SerializeField] private Transform leftHandTransformXR = null;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The transform of the XR right hand
|
|||
|
/// </summary>
|
|||
|
[SerializeField] private Transform rightHandTransformXR = null;
|
|||
|
#endif
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Initalisation Methods
|
|||
|
|
|||
|
// Use this for initialization
|
|||
|
void Awake()
|
|||
|
{
|
|||
|
if (initialiseOnAwake) { Initialise(); }
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Update Methods
|
|||
|
|
|||
|
// Update is called once per frame
|
|||
|
void Update()
|
|||
|
{
|
|||
|
if (!isInputEnabled && !isCustomPlayerInputsOnlyEnabled) { return; }
|
|||
|
|
|||
|
if (inputMode == InputMode.DirectKeyboard)
|
|||
|
{
|
|||
|
#region Direct Keyboard Input
|
|||
|
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
// Reset input axes
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.dock = false;
|
|||
|
|
|||
|
#if ENABLE_LEGACY_INPUT_MANAGER || !UNITY_2019_2_OR_NEWER
|
|||
|
|
|||
|
if (Input.GetKey(horizontalInputPositiveKeycode)) { shipInput.horizontal += 1f; }
|
|||
|
if (Input.GetKey(horizontalInputNegativeKeycode)) { shipInput.horizontal -= 1f; }
|
|||
|
|
|||
|
if (Input.GetKey(verticalInputPositiveKeycode)) { shipInput.vertical += 1f; }
|
|||
|
if (Input.GetKey(verticalInputNegativeKeycode)) { shipInput.vertical -= 1f; }
|
|||
|
|
|||
|
if (Input.GetKey(longitudinalInputPositiveKeycode)) { shipInput.longitudinal += 1f; }
|
|||
|
if (Input.GetKey(longitudinalInputNegativeKeycode)) { shipInput.longitudinal -= 1f; }
|
|||
|
|
|||
|
if (isMouseForPitchEnabledDKI)
|
|||
|
{
|
|||
|
shipInput.pitch = CalculateMouseYInput(Input.mousePosition.y, pitchSensitivityDKI, pitchDeadzoneDKI);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (Input.GetKey(pitchInputPositiveKeycode)) { shipInput.pitch += 1f; }
|
|||
|
if (Input.GetKey(pitchInputNegativeKeycode)) { shipInput.pitch -= 1f; }
|
|||
|
}
|
|||
|
|
|||
|
if (isMouseForYawEnabledDKI)
|
|||
|
{
|
|||
|
shipInput.yaw = CalculateMouseXInput(Input.mousePosition.x, yawSensitivityDKI, yawDeadzoneDKI);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (Input.GetKey(yawInputPositiveKeycode)) { shipInput.yaw += 1f; }
|
|||
|
if (Input.GetKey(yawInputNegativeKeycode)) { shipInput.yaw -= 1f; }
|
|||
|
}
|
|||
|
|
|||
|
if (Input.GetKey(rollInputPositiveKeycode)) { shipInput.roll += 1f; }
|
|||
|
if (Input.GetKey(rollInputNegativeKeycode)) { shipInput.roll -= 1f; }
|
|||
|
|
|||
|
if (primaryFireCanBeHeld) { shipInput.primaryFire = Input.GetKey(primaryFireKeycode); }
|
|||
|
else { shipInput.primaryFire = Input.GetKeyDown(primaryFireKeycode); }
|
|||
|
|
|||
|
if (secondaryFireCanBeHeld) { shipInput.secondaryFire = Input.GetKey(secondaryFireKeycode); }
|
|||
|
else { shipInput.secondaryFire = Input.GetKeyDown(secondaryFireKeycode); }
|
|||
|
|
|||
|
shipInput.dock = Input.GetKeyDown(dockingKeycode);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
#if ENABLE_LEGACY_INPUT_MANAGER || !UNITY_2019_2_OR_NEWER
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Key (10).
|
|||
|
if (customPlayerInput.canBeHeldDown)
|
|||
|
{
|
|||
|
if (Input.GetKey(customPlayerInput.dkmPositiveKeycode)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f,0f,0f), 10); }
|
|||
|
if (!customPlayerInput.isButton && Input.GetKey(customPlayerInput.dkmNegativeKeycode)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(-1f, 0f, 0f), 10); }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (Input.GetKeyDown(customPlayerInput.dkmPositiveKeycode)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 10); }
|
|||
|
if (!customPlayerInput.isButton && Input.GetKeyDown(customPlayerInput.dkmNegativeKeycode)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(-1f, 0f, 0f), 10); }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
#endregion Custom Player Input
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.LegacyUnity)
|
|||
|
{
|
|||
|
#region Legacy Unity Input System
|
|||
|
|
|||
|
#if ENABLE_LEGACY_INPUT_MANAGER || !UNITY_2019_2_OR_NEWER
|
|||
|
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Legacy Unity Input System Horizontal Input
|
|||
|
|
|||
|
// Horizontal input
|
|||
|
if (horizontalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (horizontalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.horizontal = Input.GetAxis(positiveHorizontalInputAxisName);
|
|||
|
if (invertHorizontalInputAxis) { shipInput.horizontal *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.horizontal = Input.GetAxis(positiveHorizontalInputAxisName) - Input.GetAxis(negativeHorizontalInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Horizontal Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Vertical Input
|
|||
|
|
|||
|
// Vertical input
|
|||
|
if (verticalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (verticalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.vertical = Input.GetAxis(positiveVerticalInputAxisName);
|
|||
|
if (invertVerticalInputAxis) { shipInput.vertical *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.vertical = Input.GetAxis(positiveVerticalInputAxisName) - Input.GetAxis(negativeVerticalInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.vertical = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Vertical Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Longitudinal Input
|
|||
|
|
|||
|
// Longitudinal input
|
|||
|
if (longitudinalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (longitudinalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.longitudinal = Input.GetAxis(positiveLongitudinalInputAxisName);
|
|||
|
if (invertLongitudinalInputAxis) { shipInput.longitudinal *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.longitudinal = Input.GetAxis(positiveLongitudinalInputAxisName) - Input.GetAxis(negativeLongitudinalInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Longitudinal Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Pitch Input
|
|||
|
|
|||
|
// Pitch input
|
|||
|
if (isMouseForPitchEnabledLIS)
|
|||
|
{
|
|||
|
shipInput.pitch = CalculateMouseYInput(Input.mousePosition.y, pitchSensitivityLIS, pitchDeadzoneLIS);
|
|||
|
}
|
|||
|
else if (pitchInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (pitchInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.pitch = Input.GetAxis(positivePitchInputAxisName);
|
|||
|
if (invertPitchInputAxis) { shipInput.pitch *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.pitch = Input.GetAxis(positivePitchInputAxisName) - Input.GetAxis(negativePitchInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Pitch Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Yaw Input
|
|||
|
|
|||
|
// Yaw input
|
|||
|
if (isMouseForYawEnabledLIS)
|
|||
|
{
|
|||
|
shipInput.yaw = CalculateMouseXInput(Input.mousePosition.x, yawSensitivityLIS, yawDeadzoneLIS);
|
|||
|
}
|
|||
|
else if (yawInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (yawInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.yaw = Input.GetAxis(positiveYawInputAxisName);
|
|||
|
if (invertYawInputAxis) { shipInput.yaw *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.yaw = Input.GetAxis(positiveYawInputAxisName) - Input.GetAxis(negativeYawInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Yaw Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Roll Input
|
|||
|
|
|||
|
// Roll input
|
|||
|
if (rollInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (rollInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
// Single axis
|
|||
|
shipInput.roll = Input.GetAxis(positiveRollInputAxisName);
|
|||
|
if (invertRollInputAxis) { shipInput.roll *= -1f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
shipInput.roll = Input.GetAxis(positiveRollInputAxisName) - Input.GetAxis(negativeRollInputAxisName);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Roll Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Primary Fire Input
|
|||
|
|
|||
|
if (primaryFireCanBeHeld) { shipInput.primaryFire = Input.GetButton(primaryFireInputAxisName); }
|
|||
|
else { shipInput.primaryFire = Input.GetButtonDown(primaryFireInputAxisName); }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Primary Fire Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Secondary Fire Input
|
|||
|
|
|||
|
if (secondaryFireCanBeHeld) { shipInput.secondaryFire = Input.GetButton(secondaryFireInputAxisName); }
|
|||
|
else { shipInput.secondaryFire = Input.GetButtonDown(secondaryFireInputAxisName); }
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Secondary Fire Input
|
|||
|
|
|||
|
#region Legacy Unity Input System Docking Input
|
|||
|
|
|||
|
// By default, there is no docking legacy input axis so check every time to avoid errors
|
|||
|
shipInput.dock = isDockingInputAxisValid ? Input.GetButtonDown(dockingInputAxisName) : false;
|
|||
|
|
|||
|
#endregion Legacy Unity Input System Docking Input
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
if (customPlayerInput.canBeHeldDown && Input.GetButton(customPlayerInput.lisPositiveAxisName)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5); }
|
|||
|
else if (Input.GetButtonDown(customPlayerInput.lisPositiveAxisName)) { customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5); }
|
|||
|
}
|
|||
|
else if (customPlayerInput.inputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
Vector3 inputValue = new Vector3(Input.GetAxis(customPlayerInput.lisPositiveAxisName) * (customPlayerInput.lisInvertAxis ? -1f : 1f), 0f, 0f);
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
}
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.inputAxisMode == InputAxisMode.CombinedAxis)
|
|||
|
{
|
|||
|
// Combined axis - two axes combined together for a single input
|
|||
|
Vector3 inputValue = new Vector3((Input.GetAxis(customPlayerInput.lisPositiveAxisName) - Input.GetAxis(customPlayerInput.lisNegativeAxisName)) * (customPlayerInput.lisInvertAxis ? -1f : 1f), 0f, 0f);
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
}
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion Custom Player Input
|
|||
|
|
|||
|
#else
|
|||
|
// Reset input axes
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.UnityInputSystem)
|
|||
|
{
|
|||
|
#region Unity Input System
|
|||
|
|
|||
|
#if SSC_UIS
|
|||
|
|
|||
|
// By default actions are enabled
|
|||
|
// InputAction needs to consider the ControlType returned.
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Unity Input System Horizontal Input
|
|||
|
shipInput.horizontal = UISReadActionInputFloat(positiveHorizontalInputActionUIS, positiveHorizontalInputActionDataSlotUIS, positiveHorizontalCtrlTypeHashUIS);
|
|||
|
if (invertHorizontalInputAxis) { shipInput.horizontal *= -1f; }
|
|||
|
#endregion Unity Input System Horizontal Input
|
|||
|
|
|||
|
#region Unity Input System Vertical Input
|
|||
|
shipInput.vertical = UISReadActionInputFloat(positiveVerticalInputActionUIS, positiveVerticalInputActionDataSlotUIS, positiveVerticalCtrlTypeHashUIS);
|
|||
|
if (invertVerticalInputAxis) { shipInput.vertical *= -1f; }
|
|||
|
#endregion Unity Input System Vertical Input
|
|||
|
|
|||
|
#region Unity Input System Longitudinal Input
|
|||
|
shipInput.longitudinal = UISReadActionInputFloat(positiveLongitudinalInputActionUIS, positiveLongitudinalInputActionDataSlotUIS, positiveLongitudinalCtrlTypeHashUIS);
|
|||
|
if (invertLongitudinalInputAxis) { shipInput.longitudinal *= -1f; }
|
|||
|
#endregion Unity Input System Longitudinal Input
|
|||
|
|
|||
|
#region Unity Input System Pitch Input
|
|||
|
if (isMouseForPitchEnabledUIS)
|
|||
|
{
|
|||
|
shipInput.pitch = CalculateMouseYInput(UnityEngine.InputSystem.Mouse.current.position.ReadValue().y,
|
|||
|
pitchSensitivityUIS, pitchDeadzoneUIS);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.pitch = UISReadActionInputFloat(positivePitchInputActionUIS, positivePitchInputActionDataSlotUIS, positivePitchCtrlTypeHashUIS);
|
|||
|
}
|
|||
|
if (invertPitchInputAxis) { shipInput.pitch *= -1f; }
|
|||
|
#endregion Unity Input System Pitch Input
|
|||
|
|
|||
|
#region Unity Input System Yaw Input
|
|||
|
|
|||
|
if (isMouseForYawEnabledUIS)
|
|||
|
{
|
|||
|
shipInput.yaw = CalculateMouseXInput(UnityEngine.InputSystem.Mouse.current.position.ReadValue().x,
|
|||
|
yawSensitivityUIS, yawDeadzoneUIS);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.yaw = UISReadActionInputFloat(positiveYawInputActionUIS, positiveYawInputActionDataSlotUIS, positiveYawCtrlTypeHashUIS);
|
|||
|
}
|
|||
|
if (invertYawInputAxis) { shipInput.yaw *= -1f; }
|
|||
|
#endregion Unity Input System Yaw Input
|
|||
|
|
|||
|
#region Unity Input System Roll Input
|
|||
|
shipInput.roll = UISReadActionInputFloat(positiveRollInputActionUIS, positiveRollInputActionDataSlotUIS, positiveRollCtrlTypeHashUIS);
|
|||
|
if (invertRollInputAxis) { shipInput.roll *= -1f; }
|
|||
|
#endregion Unity Input System Roll Input
|
|||
|
|
|||
|
#region Unity Input System Primary Fire Input
|
|||
|
shipInput.primaryFire = UISReadActionInputBool(primaryFireInputActionUIS, primaryFireInputActionDataSlotUIS, primaryFireCtrlTypeHashUIS, primaryFireCanBeHeld);
|
|||
|
#endregion Unity Input System Primary Fire Input
|
|||
|
|
|||
|
#region Unity Input System Secondary Fire Input
|
|||
|
shipInput.secondaryFire = UISReadActionInputBool(secondaryFireInputActionUIS, secondaryFireInputActionDataSlotUIS, secondaryFireCtrlTypeHashUIS, secondaryFireCanBeHeld);
|
|||
|
#endregion Unity Input System Secondary Fire Input
|
|||
|
|
|||
|
#region Unity Input System Docking Input
|
|||
|
shipInput.dock = UISReadActionInputBool(dockingInputActionUIS, dockingInputActionDataSlotUIS, dockingCtrlTypeHashUIS, false);
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Unity Input System Quit
|
|||
|
if (UISReadActionInputBool(quitInputActionUIS, 0, controlTypeButtonHashUIS, false))
|
|||
|
{
|
|||
|
if (callbackOnQuitGame != null) { callbackOnQuitGame.Invoke(shipControlModule); }
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
UnityEditor.EditorApplication.isPlaying = false;
|
|||
|
#else
|
|||
|
Application.Quit();
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
if (UISReadActionInputBool(customPlayerInput.uisPositiveInputAction, customPlayerInput.uisPositiveInputActionDataSlot, customPlayerInput.uisPositiveCtrlTypeHash, customPlayerInput.canBeHeldDown))
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Vector3 inputValue = Vector3.zero;
|
|||
|
|
|||
|
if (customPlayerInput.uisPositiveInputAction != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeAxisHashUIS || customPlayerInput.uisPositiveCtrlTypeHash == controlTypeButtonHashUIS)
|
|||
|
{
|
|||
|
// 1D axis and Buttons both retrun a float
|
|||
|
inputValue.x = customPlayerInput.uisPositiveInputAction.ReadValue<float>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeVector2HashUIS || customPlayerInput.uisPositiveCtrlTypeHash == controlTypeDpadHashUIS)
|
|||
|
{
|
|||
|
inputValue = customPlayerInput.uisPositiveInputAction.ReadValue<Vector2>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValue.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValue.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValue.y;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis2D (2).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 2);
|
|||
|
}
|
|||
|
else if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeVector3HashUIS)
|
|||
|
{
|
|||
|
inputValue = customPlayerInput.uisPositiveInputAction.ReadValue<Vector3>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
// Currently only works on x,y axes
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValue.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValue.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValue.y;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis3D (3).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 3);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion Custom Player Input
|
|||
|
|
|||
|
#else
|
|||
|
// Do nothing if Unity Input System is set but not installed in the project
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.OculusAPI)
|
|||
|
{
|
|||
|
#region Oculus API
|
|||
|
#if SSC_OVR
|
|||
|
|
|||
|
// NOTE:
|
|||
|
// Assumes input is from first active controller
|
|||
|
// We may need to allow this to be configurable
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
if (isOVRInputUpdateRequired) { OVRInput.Update(); }
|
|||
|
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Oculus Horizontal Input
|
|||
|
if (horizontalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (horizontalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrHorizontalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.horizontal = OVRInput.Get((OVRInput.Axis1D)positiveHorizontalInputOVR);
|
|||
|
}
|
|||
|
else if (ovrHorizontalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +X is left, -X is right. + Y is push forward, -Y is pull back
|
|||
|
shipInput.horizontal = OVRInput.Get((OVRInput.Axis2D)positiveHorizontalInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrHorizontalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.horizontal = OVRInput.Get((OVRInput.Button)positiveHorizontalInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveHorizontalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveHorizontalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveHorizontalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.horizontal = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrHorizontalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.horizontal = OVRInput.Get((OVRInput.Axis1D)positiveHorizontalInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativeHorizontalInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrHorizontalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.horizontal = OVRInput.Get((OVRInput.Axis2D)positiveHorizontalInputOVR).x - OVRInput.Get((OVRInput.Axis2D)negativeHorizontalInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrHorizontalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.horizontal = (OVRInput.Get((OVRInput.Button)positiveHorizontalInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativeHorizontalInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveHorizontalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveHorizontalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveHorizontalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.horizontal = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
#endregion Oculus Horizontal Input
|
|||
|
|
|||
|
#region Oculus Vertical Input
|
|||
|
if (verticalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (verticalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrVerticalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.vertical = OVRInput.Get((OVRInput.Axis1D)positiveVerticalInputOVR);
|
|||
|
}
|
|||
|
else if (ovrVerticalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +Y is push forward, -Y is pull back
|
|||
|
shipInput.vertical = OVRInput.Get((OVRInput.Axis2D)positiveVerticalInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrVerticalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.vertical = OVRInput.Get((OVRInput.Button)positiveVerticalInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveVerticalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveVerticalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveVerticalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.vertical = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.vertical = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrVerticalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.vertical = OVRInput.Get((OVRInput.Axis1D)positiveVerticalInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativeVerticalInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrVerticalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.vertical = OVRInput.Get((OVRInput.Axis2D)positiveVerticalInputOVR).y - OVRInput.Get((OVRInput.Axis2D)negativeVerticalInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrVerticalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.vertical = (OVRInput.Get((OVRInput.Button)positiveVerticalInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativeVerticalInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveVerticalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveVerticalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveVerticalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.vertical = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.vertical = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.vertical = 0f; }
|
|||
|
#endregion Oculus Vertical Input
|
|||
|
|
|||
|
#region Oculus Longitudinal Input
|
|||
|
if (longitudinalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (longitudinalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrLongitudinalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.longitudinal = OVRInput.Get((OVRInput.Axis1D)positiveLongitudinalInputOVR);
|
|||
|
}
|
|||
|
else if (ovrLongitudinalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +Y is push forward, -Y is pull back
|
|||
|
shipInput.longitudinal = OVRInput.Get((OVRInput.Axis2D)positiveLongitudinalInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrLongitudinalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.longitudinal = OVRInput.Get((OVRInput.Button)positiveLongitudinalInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveLongitudinalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveLongitudinalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveLongitudinalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.longitudinal = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrLongitudinalInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.longitudinal = OVRInput.Get((OVRInput.Axis1D)positiveLongitudinalInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativeLongitudinalInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrLongitudinalInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.longitudinal = OVRInput.Get((OVRInput.Axis2D)positiveLongitudinalInputOVR).y - OVRInput.Get((OVRInput.Axis2D)negativeLongitudinalInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrLongitudinalInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.longitudinal = (OVRInput.Get((OVRInput.Button)positiveLongitudinalInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativeLongitudinalInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveLongitudinalInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveLongitudinalInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveLongitudinalInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.longitudinal = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
#endregion Oculus Longitudinal Input
|
|||
|
|
|||
|
#region Oculus Pitch Input
|
|||
|
if (pitchInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (pitchInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrPitchInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.pitch = OVRInput.Get((OVRInput.Axis1D)positivePitchInputOVR);
|
|||
|
}
|
|||
|
else if (ovrPitchInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +Y is push forward, -Y is pull back
|
|||
|
shipInput.pitch = OVRInput.Get((OVRInput.Axis2D)positivePitchInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrPitchInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.pitch = OVRInput.Get((OVRInput.Button)positivePitchInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positivePitchInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positivePitchInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positivePitchInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.pitch = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrPitchInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.pitch = OVRInput.Get((OVRInput.Axis1D)positivePitchInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativePitchInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrPitchInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.pitch = OVRInput.Get((OVRInput.Axis2D)positivePitchInputOVR).y - OVRInput.Get((OVRInput.Axis2D)negativePitchInputOVR).y;
|
|||
|
}
|
|||
|
else if (ovrPitchInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.pitch = (OVRInput.Get((OVRInput.Button)positivePitchInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativePitchInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positivePitchInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positivePitchInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positivePitchInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.pitch = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
#endregion Oculus Pitch Input
|
|||
|
|
|||
|
#region Oculus Yaw Input
|
|||
|
if (yawInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (yawInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrYawInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.yaw = OVRInput.Get((OVRInput.Axis1D)positiveYawInputOVR);
|
|||
|
}
|
|||
|
else if (ovrYawInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +X is left, -X is right. + Y is push forward, -Y is pull back
|
|||
|
shipInput.yaw = OVRInput.Get((OVRInput.Axis2D)positiveYawInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrYawInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.yaw = OVRInput.Get((OVRInput.Button)positiveYawInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveYawInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveYawInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveYawInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.yaw = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrYawInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.yaw = OVRInput.Get((OVRInput.Axis1D)positiveYawInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativeYawInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrYawInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.yaw = OVRInput.Get((OVRInput.Axis2D)positiveYawInputOVR).x - OVRInput.Get((OVRInput.Axis2D)negativeYawInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrYawInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.yaw = (OVRInput.Get((OVRInput.Button)positiveYawInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativeYawInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveYawInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveYawInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveYawInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.yaw = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
#endregion Oculus Yaw Input
|
|||
|
|
|||
|
#region Oculus Roll Input
|
|||
|
if (rollInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (rollInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (ovrRollInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.roll = OVRInput.Get((OVRInput.Axis1D)positiveRollInputOVR);
|
|||
|
}
|
|||
|
else if (ovrRollInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +X is left, -X is right. + Y is push forward, -Y is pull back
|
|||
|
shipInput.roll = OVRInput.Get((OVRInput.Axis2D)positiveRollInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrRollInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.roll = OVRInput.Get((OVRInput.Button)positiveRollInputOVR) ? 1f : 0f;
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveRollInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveRollInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveRollInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.roll = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (ovrRollInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
shipInput.roll = OVRInput.Get((OVRInput.Axis1D)positiveRollInputOVR) - OVRInput.Get((OVRInput.Axis1D)negativeRollInputOVR);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (ovrRollInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
shipInput.roll = OVRInput.Get((OVRInput.Axis2D)positiveRollInputOVR).x - OVRInput.Get((OVRInput.Axis2D)negativeRollInputOVR).x;
|
|||
|
}
|
|||
|
else if (ovrRollInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
shipInput.roll = (OVRInput.Get((OVRInput.Button)positiveRollInputOVR) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)negativeRollInputOVR) ? 1f : 0f);
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// positiveRollInputOVR 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (positiveRollInputOVR == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (positiveRollInputOVR == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
shipInput.roll = poseRotation / 360f;
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
#endregion Oculus Roll Input
|
|||
|
|
|||
|
#region Oculus Primary Fire Input
|
|||
|
// There is no need to check if it is enabled, because by default it is 0 and the PlayerInputModuleEditor
|
|||
|
// ensures it is 0 when not enabled. Also, it is possible to be enabled but set the input to None (0)
|
|||
|
if (primaryFireInputOVR > 0)
|
|||
|
{
|
|||
|
if (primaryFireCanBeHeld) { shipInput.primaryFire = OVRInput.Get((OVRInput.Button)primaryFireInputOVR); }
|
|||
|
else { shipInput.primaryFire = OVRInput.GetDown((OVRInput.Button)primaryFireInputOVR); }
|
|||
|
}
|
|||
|
else { shipInput.primaryFire = false; }
|
|||
|
|
|||
|
#endregion Oculus Primary Fire Input
|
|||
|
|
|||
|
#region Oculus Secondary Fire Input
|
|||
|
// There is no need to check if it is enabled, because by default it is 0 and the PlayerInputModuleEditor
|
|||
|
// ensures it is 0 when not enabled. Also, it is possible to be enabled but set the input to None (0)
|
|||
|
if (secondaryFireInputOVR > 0)
|
|||
|
{
|
|||
|
if (primaryFireCanBeHeld) { shipInput.secondaryFire = OVRInput.Get((OVRInput.Button)secondaryFireInputOVR); }
|
|||
|
else { shipInput.secondaryFire = OVRInput.GetDown((OVRInput.Button)secondaryFireInputOVR); }
|
|||
|
}
|
|||
|
else { shipInput.secondaryFire = false; }
|
|||
|
#endregion Oculus Secondary Fire Input
|
|||
|
|
|||
|
#region Oculus Docking Input
|
|||
|
// There is no need to check if it is enabled, because by default it is 0 and the PlayerInputModuleEditor
|
|||
|
// ensures it is 0 when not enabled. Also, it is possible to be enabled but set the input to None (0)
|
|||
|
if (dockingInputOVR > 0)
|
|||
|
{
|
|||
|
shipInput.dock = OVRInput.GetDown((OVRInput.Button)dockingInputOVR);
|
|||
|
}
|
|||
|
else { shipInput.dock = false; }
|
|||
|
#endregion Oculus Docking Input
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
// Is the button configured?
|
|||
|
if (customPlayerInput.ovrPositiveInput > 0)
|
|||
|
{
|
|||
|
if (customPlayerInput.canBeHeldDown)
|
|||
|
{
|
|||
|
// If the button is down, send a valve in Vector3.x of 1f.
|
|||
|
if (OVRInput.Get((OVRInput.Button)customPlayerInput.ovrPositiveInput))
|
|||
|
{
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
else if(OVRInput.GetDown((OVRInput.Button)customPlayerInput.ovrPositiveInput))
|
|||
|
{
|
|||
|
// If the button is pressed this frame, send a value in Vector3.x of 1f.
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if (customPlayerInput.inputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (customPlayerInput.inputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (customPlayerInput.ovrInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
float inputValueF = OVRInput.Get((OVRInput.Axis1D)customPlayerInput.ovrPositiveInput);
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.ovrInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
// Axis2D is like a joystick. +X is left, -X is right. + Y is push forward, -Y is pull back
|
|||
|
Vector2 inputValueV2 = OVRInput.Get((OVRInput.Axis2D)customPlayerInput.ovrPositiveInput);
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueV2.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueV2.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValueV2.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValueV2.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueV2.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValueV2.y;
|
|||
|
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueV2.x, inputValueV2.y, 0f), 2);
|
|||
|
}
|
|||
|
else if (customPlayerInput.ovrInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
if (OVRInput.Get((OVRInput.Button)customPlayerInput.ovrPositiveInput))
|
|||
|
{
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// ovrPositiveInput 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (customPlayerInput.ovrPositiveInput == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (customPlayerInput.ovrPositiveInput == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
|
|||
|
// We "may" want to pass this as the raw rotation angle..
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(poseRotation / 360f, 0f, 0f), 1);
|
|||
|
}
|
|||
|
}
|
|||
|
// Combined Axes
|
|||
|
else
|
|||
|
{
|
|||
|
if (customPlayerInput.ovrInputType == OculusInputType.Axis1D)
|
|||
|
{
|
|||
|
float inputValueF = OVRInput.Get((OVRInput.Axis1D)customPlayerInput.ovrPositiveInput) - OVRInput.Get((OVRInput.Axis1D)customPlayerInput.ovrNegativeInput);
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
// Axis2D joystick probably doesn't make much sense with CombinedAxis
|
|||
|
else if (customPlayerInput.ovrInputType == OculusInputType.Axis2D)
|
|||
|
{
|
|||
|
Vector2 inputValueV2 = OVRInput.Get((OVRInput.Axis2D)customPlayerInput.ovrPositiveInput) - OVRInput.Get((OVRInput.Axis2D)customPlayerInput.ovrNegativeInput);
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueV2.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueV2.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValueV2.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValueV2.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueV2.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValueV2.y;
|
|||
|
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueV2.x, inputValueV2.y, 0f), 2);
|
|||
|
}
|
|||
|
else if (customPlayerInput.ovrInputType == OculusInputType.Button)
|
|||
|
{
|
|||
|
float inputValueF = (OVRInput.Get((OVRInput.Button)customPlayerInput.ovrPositiveInput) ? 1f : 0f) - (OVRInput.Get((OVRInput.Button)customPlayerInput.ovrNegativeInput) ? 1f : 0f);
|
|||
|
|
|||
|
if (inputValueF != 0f)
|
|||
|
{
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
// Combined Axis with Pose works EXACTLY the same way as Single Axis and cannot be selected in the PlayerInputModuleEditor
|
|||
|
else if (isOVRManagerPresent) // Pose which requires the OVRManager in the scene
|
|||
|
{
|
|||
|
// ovrPositiveInput 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
if (customPlayerInput.ovrPositiveInput == 0)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.x;
|
|||
|
}
|
|||
|
else if (customPlayerInput.ovrPositiveInput == 1)
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
poseRotation = OVRManager.instance.headPoseRelativeOffsetRotation.z;
|
|||
|
}
|
|||
|
|
|||
|
// Convert to a value between -1 and 1
|
|||
|
if (poseRotation > 0) { while (poseRotation > 359.999f) { poseRotation -= 360f; } }
|
|||
|
else if (poseRotation < 0) { while (poseRotation < -359.999f) { poseRotation += 360f; } }
|
|||
|
|
|||
|
// We "may" want to pass this as the raw rotation angle..
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(poseRotation / 360f, 0f, 0f), 1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion Custom Player Input
|
|||
|
}
|
|||
|
catch (System.Exception ex)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("PlayerInputModule Oculus API " + ex.Message);
|
|||
|
#else
|
|||
|
// Keep compiler happy
|
|||
|
if (ex != null) { }
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#else
|
|||
|
// Do nothing if Oculus is set but not installed
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.Rewired)
|
|||
|
{
|
|||
|
#region Rewired Input
|
|||
|
#if SSC_REWIRED
|
|||
|
|
|||
|
if (rewiredPlayer != null)
|
|||
|
{
|
|||
|
// GetAxis is safe to call with an invalid ActionId
|
|||
|
// Rewired ignores -ve values and gracefully handles missing actions
|
|||
|
// by raising a single warning, rather than outputting a zillion msgs.
|
|||
|
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Rewired Horizontal Input
|
|||
|
if (horizontalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (horizontalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.horizontal = positiveHorizontalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveHorizontalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveHorizontalInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.horizontal = (positiveHorizontalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveHorizontalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveHorizontalInputActionId)) -
|
|||
|
(negativeHorizontalInputActionType == 1 ? (rewiredPlayer.GetButton(negativeHorizontalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativeHorizontalInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
#endregion Rewired Horizontal Input
|
|||
|
|
|||
|
#region Rewired Vertical Input
|
|||
|
if (verticalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (verticalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.vertical = positiveVerticalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveVerticalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveVerticalInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.vertical = (positiveVerticalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveVerticalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveVerticalInputActionId)) -
|
|||
|
(negativeVerticalInputActionType == 1 ? (rewiredPlayer.GetButton(negativeVerticalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativeVerticalInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.vertical = 0f; }
|
|||
|
#endregion Rewired Vertical Input
|
|||
|
|
|||
|
#region Rewired Longitudinal Input
|
|||
|
if (longitudinalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (longitudinalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.longitudinal = positiveLongitudinalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveLongitudinalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveLongitudinalInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.longitudinal = (positiveLongitudinalInputActionType == 1 ? (rewiredPlayer.GetButton(positiveLongitudinalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveLongitudinalInputActionId)) -
|
|||
|
(negativeLongitudinalInputActionType == 1 ? (rewiredPlayer.GetButton(negativeLongitudinalInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativeLongitudinalInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
#endregion Rewired Longitudinal Input
|
|||
|
|
|||
|
#region Rewired Pitch Input
|
|||
|
if (pitchInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (pitchInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.pitch = positivePitchInputActionType == 1 ? (rewiredPlayer.GetButton(positivePitchInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positivePitchInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.pitch = (positivePitchInputActionType == 1 ? (rewiredPlayer.GetButton(positivePitchInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positivePitchInputActionId)) -
|
|||
|
(negativePitchInputActionType == 1 ? (rewiredPlayer.GetButton(negativePitchInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativePitchInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
#endregion Rewired Pitch Input
|
|||
|
|
|||
|
#region Rewired Yaw Input
|
|||
|
if (yawInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (yawInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.yaw = positiveYawInputActionType == 1 ? (rewiredPlayer.GetButton(positiveYawInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveYawInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.yaw = (positiveYawInputActionType == 1 ? (rewiredPlayer.GetButton(positiveYawInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveYawInputActionId)) -
|
|||
|
(negativeYawInputActionType == 1 ? (rewiredPlayer.GetButton(negativeYawInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativeYawInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
#endregion Rewired Yaw Input
|
|||
|
|
|||
|
#region Rewired Roll Input
|
|||
|
if (rollInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (rollInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
shipInput.roll = positiveRollInputActionType == 1 ? (rewiredPlayer.GetButton(positiveRollInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveRollInputActionId);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.roll = (positiveRollInputActionType == 1 ? (rewiredPlayer.GetButton(positiveRollInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(positiveRollInputActionId)) -
|
|||
|
(negativeRollInputActionType == 1 ? (rewiredPlayer.GetButton(negativeRollInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(negativeRollInputActionId));
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
#endregion Rewired Roll Input
|
|||
|
|
|||
|
#region Rewired Primary Fire Input
|
|||
|
// There is no need to check if it is enabled, because by default it is -1 and the PlayerInputModuleEditor
|
|||
|
// ensures it is -1 when not enabled. Also, it is possible to be enabled but not yet set to +ve ActionId
|
|||
|
if (primaryFireInputActionId >= 0)
|
|||
|
{
|
|||
|
if (primaryFireCanBeHeld)
|
|||
|
{
|
|||
|
shipInput.primaryFire = primaryFireInputActionType == 1 ? rewiredPlayer.GetButton(primaryFireInputActionId) : rewiredPlayer.GetAxis(primaryFireInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.primaryFire = primaryFireInputActionType == 1 ? rewiredPlayer.GetButtonDown(primaryFireInputActionId) : !shipInput.primaryFire && rewiredPlayer.GetAxis(primaryFireInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.primaryFire = false; }
|
|||
|
|
|||
|
#endregion Rewired Primary Fire Input
|
|||
|
|
|||
|
#region Rewired Secondary Fire Input
|
|||
|
|
|||
|
// There is no need to check if it is enabled, because by default it is -1 and the PlayerInputModuleEditor
|
|||
|
// ensures it is -1 when not enabled. Also, it is possible to be enabled but not yet set to +ve ActionId
|
|||
|
if (secondaryFireInputActionId >= 0)
|
|||
|
{
|
|||
|
if (secondaryFireCanBeHeld)
|
|||
|
{
|
|||
|
shipInput.secondaryFire = secondaryFireInputActionType == 1 ? rewiredPlayer.GetButton(secondaryFireInputActionId) : rewiredPlayer.GetAxis(secondaryFireInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.secondaryFire = secondaryFireInputActionType == 1 ? rewiredPlayer.GetButtonDown(secondaryFireInputActionId) : !shipInput.secondaryFire && rewiredPlayer.GetAxis(secondaryFireInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.secondaryFire = false; }
|
|||
|
|
|||
|
#endregion Rewired Secondary Fire Input
|
|||
|
|
|||
|
#region Rewired Docking Input
|
|||
|
|
|||
|
// There is no need to check if it is enabled, because by default it is -1 and the PlayerInputModuleEditor
|
|||
|
// ensures it is -1 when not enabled. Also, it is possible to be enabled but not yet set to +ve ActionId
|
|||
|
if (dockingInputActionId >= 0)
|
|||
|
{
|
|||
|
shipInput.dock = dockingInputActionType == 1 ? rewiredPlayer.GetButtonDown(dockingInputActionId) : !shipInput.dock && rewiredPlayer.GetAxis(dockingInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
else { shipInput.dock = false; }
|
|||
|
#endregion Rewired Docking Input
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
if (customPlayerInput.rwdPositiveInputActionId >= 0)
|
|||
|
{
|
|||
|
if (customPlayerInput.canBeHeldDown)
|
|||
|
{
|
|||
|
customPlayerInput.rwLastIsButtonPressed = customPlayerInput.rwdPositiveInputActionType == 1 ? rewiredPlayer.GetButton(customPlayerInput.rwdPositiveInputActionId) : rewiredPlayer.GetAxis(customPlayerInput.rwdPositiveInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
customPlayerInput.rwLastIsButtonPressed = customPlayerInput.rwdPositiveInputActionType == 1 ? rewiredPlayer.GetButtonDown(customPlayerInput.rwdPositiveInputActionId) : !customPlayerInput.rwLastIsButtonPressed && rewiredPlayer.GetAxis(customPlayerInput.rwdPositiveInputActionId) > 0.01f;
|
|||
|
}
|
|||
|
|
|||
|
if (customPlayerInput.rwLastIsButtonPressed)
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if (customPlayerInput.inputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (customPlayerInput.inputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
float inputValueF = customPlayerInput.rwdPositiveInputActionType == 1 ? (rewiredPlayer.GetButton(customPlayerInput.rwdPositiveInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(customPlayerInput.rwdPositiveInputActionId);
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else // Combined
|
|||
|
{
|
|||
|
float inputValueF = (customPlayerInput.rwdPositiveInputActionType == 1 ? (rewiredPlayer.GetButton(customPlayerInput.rwdPositiveInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(customPlayerInput.rwdPositiveInputActionId)) -
|
|||
|
(customPlayerInput.rwdNegativeInputActionType == 1 ? (rewiredPlayer.GetButton(customPlayerInput.rwdNegativeInputActionId) ? 1f : 0f) : rewiredPlayer.GetAxis(customPlayerInput.rwdNegativeInputActionId));
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion Custom Player Input
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Do nothing
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
}
|
|||
|
#else
|
|||
|
// Do nothing if rewired is set but not installed in the project
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
#endregion Rewired Input
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.Vive)
|
|||
|
{
|
|||
|
#region Vive Input
|
|||
|
|
|||
|
#if VIU_PLUGIN
|
|||
|
|
|||
|
// If viveHorizontalRoleSystemType etc is null, in the Unity Editor at runtime the following error will be raised:
|
|||
|
// PlayerInputModule VIVE Argument cannot be null.
|
|||
|
// The viveHorizontalRoleType enum in this class is converted into a System.Type at runtime by calling UpdateViveInput(..).
|
|||
|
// Axis or Button integers are converted to ControllerAxis or ControllerButton in UpdateViveInput(..) to avoid conversion overhead
|
|||
|
// in this event.
|
|||
|
|
|||
|
// Head Mounted Device (HMD), VivePose.GetPoseEx(..) returns rot (rotation) property. viveRigidPose.rot.eulerAngles.x returns
|
|||
|
// the Unity -ve Y-axis where down is +ve and up is -ve starting at 359.99.. and decreasing in the up direction.
|
|||
|
// GetPoseEx seems to return X values 0-90 deg (down) and 359.9-270 (up). We convert these into Y 0.0 to 1.0 (down) and 0.0 to -1.0 (up).
|
|||
|
// GetPoseEx returns Y 0-360 deg. We convert them to X-axis in Unity. 0-179.99.. (right) becomes 0.0 to 1.0 (right). 180-359.99.. (left) becomes -1.0 to 0.0
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Vive Horizontal Input
|
|||
|
if (horizontalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (horizontalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (viveHorizontalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.horizontal = ViveInput.GetAxisEx(viveHorizontalRoleSystemType, positiveHorizontalInputRoleId, positiveHorizontalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveHorizontalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.horizontal = ViveInput.GetPressEx(viveHorizontalRoleSystemType, positiveHorizontalInputRoleId, positiveHorizontalInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveHorizontalRoleSystemType, positiveHorizontalInputRoleId);
|
|||
|
// positiveHorizontalInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveHorizontalInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float horizontalX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.horizontal = horizontalX < 180f ? horizontalX / -180f : (horizontalX - 180f) / 180f;
|
|||
|
}
|
|||
|
else if (positiveHorizontalInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float horizontalY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.horizontal = horizontalY <= 90f ? horizontalY / -90f : (360f - horizontalY) / 90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float horizontalZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.horizontal = horizontalZ < 180f ? horizontalZ / 180f : (horizontalZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (viveHorizontalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.horizontal = ViveInput.GetAxisEx(viveHorizontalRoleSystemType, positiveHorizontalInputRoleId, positiveHorizontalInputCtrlAxisVive) - ViveInput.GetAxisEx(viveHorizontalRoleSystemType, negativeHorizontalInputRoleId, negativeHorizontalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveHorizontalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.horizontal = (ViveInput.GetPressEx(viveHorizontalRoleSystemType, positiveHorizontalInputRoleId, positiveHorizontalInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(viveHorizontalRoleSystemType, negativeHorizontalInputRoleId, negativeHorizontalInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single-axis
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.horizontal = 0f; }
|
|||
|
#endregion Vive Horizontal Input
|
|||
|
|
|||
|
#region Vive Vertical Input
|
|||
|
if (verticalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (verticalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (viveVerticalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.vertical = ViveInput.GetAxisEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId, positiveVerticalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveVerticalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.vertical = ViveInput.GetPressEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId, positiveVerticalInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId);
|
|||
|
// positiveVerticalInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveVerticalInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float verticalX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.vertical = verticalX < 180f ? verticalX / 180f : (verticalX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveVerticalInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float verticalY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.vertical = verticalY <= 90f ? verticalY / 90f : (360f - verticalY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float verticalZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.vertical = verticalZ < 180f ? verticalZ / 180f : (verticalZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (viveVerticalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.vertical = ViveInput.GetAxisEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId, positiveVerticalInputCtrlAxisVive) - ViveInput.GetAxisEx(viveVerticalRoleSystemType, negativeVerticalInputRoleId, negativeVerticalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveVerticalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.vertical = (ViveInput.GetPressEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId, positiveVerticalInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(viveVerticalRoleSystemType, negativeVerticalInputRoleId, negativeVerticalInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single-axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveVerticalRoleSystemType, positiveVerticalInputRoleId);
|
|||
|
// positiveVerticalInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveVerticalInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float verticalX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.vertical = verticalX < 180f ? verticalX / 180f : (verticalX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveVerticalInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float verticalY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.vertical = verticalY <= 90f ? verticalY / 90f : (360f - verticalY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float verticalZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.vertical = verticalZ < 180f ? verticalZ / 180f : (verticalZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else{ shipInput.vertical = 0f; }
|
|||
|
|
|||
|
#endregion Vive Vertical Input
|
|||
|
|
|||
|
#region Vive Longitudinal Input
|
|||
|
if (longitudinalInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (longitudinalInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (viveLongitudinalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.longitudinal = ViveInput.GetAxisEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId, positiveLongitudinalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveLongitudinalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.longitudinal = ViveInput.GetPressEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId, positiveLongitudinalInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId);
|
|||
|
// positiveLongitudinalInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveLongitudinalInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float longitudinalX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.longitudinal = longitudinalX < 180f ? longitudinalX / 180f : (longitudinalX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveLongitudinalInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float longitudinalY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.longitudinal = longitudinalY <= 90f ? longitudinalY / 90f : (360f - longitudinalY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float longitudinalZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.longitudinal = longitudinalZ < 180f ? longitudinalZ / 180f : (longitudinalZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (viveLongitudinalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.longitudinal = ViveInput.GetAxisEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId, positiveLongitudinalInputCtrlAxisVive) - ViveInput.GetAxisEx(viveLongitudinalRoleSystemType, negativeLongitudinalInputRoleId, negativeLongitudinalInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveLongitudinalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.longitudinal = (ViveInput.GetPressEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId, positiveLongitudinalInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(viveLongitudinalRoleSystemType, negativeLongitudinalInputRoleId, negativeLongitudinalInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single-axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveLongitudinalRoleSystemType, positiveLongitudinalInputRoleId);
|
|||
|
// positiveLongitudinalInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveLongitudinalInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float longitudinalX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.longitudinal = longitudinalX < 180f ? longitudinalX / 180f : (longitudinalX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveLongitudinalInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float longitudinalY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.longitudinal = longitudinalY <= 90f ? longitudinalY / 90f : (360f - longitudinalY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float longitudinalZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.longitudinal = longitudinalZ < 180f ? longitudinalZ / 180f : (longitudinalZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.longitudinal = 0f; }
|
|||
|
#endregion Vive Longitudinal Input
|
|||
|
|
|||
|
#region Vive Pitch Input
|
|||
|
if (pitchInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (pitchInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (vivePitchInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.pitch = ViveInput.GetAxisEx(vivePitchRoleSystemType, positivePitchInputRoleId, positivePitchInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (vivePitchInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.pitch = ViveInput.GetPressEx(vivePitchRoleSystemType, positivePitchInputRoleId, positivePitchInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(vivePitchRoleSystemType, positivePitchInputRoleId);
|
|||
|
// positivePitchInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positivePitchInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float pitchX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.pitch = pitchX < 180f ? pitchX / -180f : (pitchX - 180f) / 180f;
|
|||
|
}
|
|||
|
else if (positivePitchInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float pitchY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.pitch = pitchY <= 90f ? pitchY/90f : (360f - pitchY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float pitchZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.pitch = pitchZ < 180f ? pitchZ / -180f : (pitchZ - 180f) / 180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (vivePitchInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.pitch = ViveInput.GetAxisEx(vivePitchRoleSystemType, positivePitchInputRoleId, positivePitchInputCtrlAxisVive) - ViveInput.GetAxisEx(vivePitchRoleSystemType, negativePitchInputRoleId, negativePitchInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (vivePitchInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.pitch = (ViveInput.GetPressEx(vivePitchRoleSystemType, positivePitchInputRoleId, positivePitchInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(vivePitchRoleSystemType, negativePitchInputRoleId, negativePitchInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(vivePitchRoleSystemType, positivePitchInputRoleId);
|
|||
|
// positivePitchInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positivePitchInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float pitchX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.pitch = pitchX < 180f ? pitchX / -180f : (pitchX - 180f) / 180f;
|
|||
|
}
|
|||
|
else if (positivePitchInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float pitchY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.pitch = pitchY <= 90f ? pitchY / 90f : (360f - pitchY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float pitchZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.pitch = pitchZ < 180f ? pitchZ / -180f : (pitchZ - 180f) / 180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.pitch = 0f; }
|
|||
|
#endregion Vive Pitch Input
|
|||
|
|
|||
|
#region Vive Yaw Input
|
|||
|
if (yawInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (yawInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (viveYawInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.yaw = ViveInput.GetAxisEx(viveYawRoleSystemType, positiveYawInputRoleId, positiveYawInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveYawInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.yaw = ViveInput.GetPressEx(viveYawRoleSystemType, positiveYawInputRoleId, positiveYawInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveYawRoleSystemType, positiveYawInputRoleId);
|
|||
|
// positiveYawInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveYawInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float yawX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.yaw = yawX < 180f ? yawX / 180f : (yawX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveYawInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float yawY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.yaw = yawY <= 90f ? yawY / 90f : (360f - yawY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float yawZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.yaw = yawZ < 180f ? yawZ / 180f : (yawZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (viveYawInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.yaw = ViveInput.GetAxisEx(viveYawRoleSystemType, positiveYawInputRoleId, positiveYawInputCtrlAxisVive) - ViveInput.GetAxisEx(viveYawRoleSystemType, negativeYawInputRoleId, negativeYawInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveYawInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.yaw = (ViveInput.GetPressEx(viveYawRoleSystemType, positiveYawInputRoleId, positiveYawInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(viveYawRoleSystemType, negativeYawInputRoleId, negativeYawInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveYawRoleSystemType, positiveYawInputRoleId);
|
|||
|
// positiveYawInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveYawInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float yawX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.yaw = yawX < 180f ? yawX / 180f : (yawX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveYawInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float yawY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.yaw = yawY <= 90f ? yawY / 90f : (360f - yawY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float yawZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.yaw = yawZ < 180f ? yawZ / 180f : (yawZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.yaw = 0f; }
|
|||
|
#endregion Vive Yaw Input
|
|||
|
|
|||
|
#region Vive Roll Input
|
|||
|
if (rollInputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (rollInputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (viveRollInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.roll = ViveInput.GetAxisEx(viveRollRoleSystemType, positiveRollInputRoleId, positiveRollInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveRollInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.roll = ViveInput.GetPressEx(viveRollRoleSystemType, positiveRollInputRoleId, positiveRollInputCtrlBtnVive) ? 1f : 0f;
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveRollRoleSystemType, positiveRollInputRoleId);
|
|||
|
// positiveRollInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveRollInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float rollX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.roll = rollX < 180f ? rollX / 180f : (rollX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveRollInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float rollY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.roll = rollY <= 90f ? rollY / 90f : (360f - rollY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float rollZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.roll = rollZ < 180f ? rollZ / 180f : (rollZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined Axis
|
|||
|
{
|
|||
|
if (viveRollInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
shipInput.roll = ViveInput.GetAxisEx(viveRollRoleSystemType, positiveRollInputRoleId, positiveRollInputCtrlAxisVive) - ViveInput.GetAxisEx(viveRollRoleSystemType, negativeRollInputRoleId, negativeRollInputCtrlAxisVive);
|
|||
|
}
|
|||
|
else if (viveRollInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
shipInput.roll = (ViveInput.GetPressEx(viveRollRoleSystemType, positiveRollInputRoleId, positiveRollInputCtrlBtnVive) ? 1f : 0f) - (ViveInput.GetPressEx(viveRollRoleSystemType, negativeRollInputRoleId, negativeRollInputCtrlBtnVive) ? 1f : 0f);
|
|||
|
}
|
|||
|
else // Pose - Currently only supports single axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(viveRollRoleSystemType, positiveRollInputRoleId);
|
|||
|
// positiveRollInputCtrlVive 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
if (positiveRollInputCtrlVive == 0)
|
|||
|
{
|
|||
|
float rollX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
shipInput.roll = rollX < 180f ? rollX / 180f : (rollX - 180f) / -180f;
|
|||
|
}
|
|||
|
else if (positiveRollInputCtrlVive == 1)
|
|||
|
{
|
|||
|
float rollY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
shipInput.roll = rollY <= 90f ? rollY / 90f : (360f - rollY) / -90f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float rollZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
shipInput.roll = rollZ < 180f ? rollZ / 180f : (rollZ - 180f) / -180f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.roll = 0f; }
|
|||
|
#endregion Vive Roll Input
|
|||
|
|
|||
|
#region Vive Primary Fire Input
|
|||
|
|
|||
|
if (primaryFireInputCtrlVive > 0)
|
|||
|
{
|
|||
|
if (primaryFireCanBeHeld)
|
|||
|
{
|
|||
|
shipInput.primaryFire = ViveInput.GetPressEx(vivePrimaryFireRoleSystemType, primaryFireInputRoleId, primaryFireInputCtrlBtnVive);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.primaryFire = ViveInput.GetPressDownEx(vivePrimaryFireRoleSystemType, primaryFireInputRoleId, primaryFireInputCtrlBtnVive);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.primaryFire = false; }
|
|||
|
#endregion Vive Primary Fire Input
|
|||
|
|
|||
|
#region Vive Secondary Fire Input
|
|||
|
|
|||
|
if (secondaryFireInputCtrlVive > 0)
|
|||
|
{
|
|||
|
if (secondaryFireCanBeHeld)
|
|||
|
{
|
|||
|
shipInput.secondaryFire = ViveInput.GetPressEx(viveSecondaryFireRoleSystemType, secondaryFireInputRoleId, secondaryFireInputCtrlBtnVive);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipInput.secondaryFire = ViveInput.GetPressDownEx(viveSecondaryFireRoleSystemType, secondaryFireInputRoleId, secondaryFireInputCtrlBtnVive);
|
|||
|
}
|
|||
|
}
|
|||
|
else { shipInput.secondaryFire = false; }
|
|||
|
#endregion Vive Secondary Fire Input
|
|||
|
|
|||
|
#region Vive Docking Input
|
|||
|
|
|||
|
if (dockingInputCtrlVive > 0)
|
|||
|
{
|
|||
|
shipInput.dock = ViveInput.GetPressDownEx(viveDockingRoleSystemType, dockingInputRoleId, dockingInputCtrlBtnVive);
|
|||
|
}
|
|||
|
else { shipInput.dock = false; }
|
|||
|
#endregion Vive Docking Input
|
|||
|
}
|
|||
|
|
|||
|
#region Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
if (customPlayerInput.vivePositiveInputCtrl > 0)
|
|||
|
{
|
|||
|
if (primaryFireCanBeHeld)
|
|||
|
{
|
|||
|
if (ViveInput.GetPressEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlBtn))
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
else if (ViveInput.GetPressDownEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlBtn))
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if (customPlayerInput.inputAxisMode != InputAxisMode.NoInput)
|
|||
|
{
|
|||
|
if (customPlayerInput.inputAxisMode == InputAxisMode.SingleAxis)
|
|||
|
{
|
|||
|
if (customPlayerInput.viveInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
float inputValueF = ViveInput.GetAxisEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlAxis);
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.viveInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
// Allow the user to send 0 or 1.
|
|||
|
float inputValueF = ViveInput.GetPressEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlBtn) ? 1f : 0f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 5);
|
|||
|
}
|
|||
|
else // Pose
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId);
|
|||
|
// customPlayerInput.vivePositiveInputCtrl 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
// We "may" want to pass these as the raw rotation angle..
|
|||
|
if (customPlayerInput.vivePositiveInputCtrl == 0)
|
|||
|
{
|
|||
|
float rollX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
rollX = rollX < 180f ? rollX / 180f : (rollX - 180f) / -180f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollX, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.vivePositiveInputCtrl == 1)
|
|||
|
{
|
|||
|
float rollY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
rollY = rollY <= 90f ? rollY / 90f : (360f - rollY) / -90f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollY, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float rollZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
rollZ = rollZ < 180f ? rollZ / 180f : (rollZ - 180f) / -180f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollZ, 0f, 0f), 1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else // Combined
|
|||
|
{
|
|||
|
if (customPlayerInput.viveInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
float inputValueF = ViveInput.GetAxisEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlAxis) - ViveInput.GetAxisEx(customPlayerInput.viveRoleSystemType, customPlayerInput.viveNegativeInputRoleId, customPlayerInput.viveNegativeInputCtrlAxis);
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValueF = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValueF, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValueF;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.viveInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
// Allow the user to send -1, 0, or 1
|
|||
|
float inputValueF = (ViveInput.GetPressEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId, customPlayerInput.vivePositiveInputCtrlBtn) ? 1f : 0f) - (ViveInput.GetPressEx(customPlayerInput.viveRoleSystemType, customPlayerInput.viveNegativeInputRoleId, customPlayerInput.viveNegativeInputCtrlBtn) ? 1f : 0f);
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(inputValueF, 0f, 0f), 5);
|
|||
|
}
|
|||
|
else // Pose - currently only supports single axis
|
|||
|
{
|
|||
|
HTC.UnityPlugin.Utility.RigidPose viveRigidPose = VivePose.GetPoseEx(customPlayerInput.viveRoleSystemType, customPlayerInput.vivePositiveInputRoleId);
|
|||
|
// customPlayerInput.vivePositiveInputCtrl 0 = RotationX, 1 = RotationY, 2 = RotationZ
|
|||
|
|
|||
|
// We "may" want to pass these as the raw rotation angle..
|
|||
|
if (customPlayerInput.vivePositiveInputCtrl == 0)
|
|||
|
{
|
|||
|
float rollX = viveRigidPose.rot.eulerAngles.y;
|
|||
|
rollX = rollX < 180f ? rollX / 180f : (rollX - 180f) / -180f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollX, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.vivePositiveInputCtrl == 1)
|
|||
|
{
|
|||
|
float rollY = viveRigidPose.rot.eulerAngles.x;
|
|||
|
rollY = rollY <= 90f ? rollY / 90f : (360f - rollY) / -90f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollY, 0f, 0f), 1);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float rollZ = viveRigidPose.rot.eulerAngles.z;
|
|||
|
rollZ = rollZ < 180f ? rollZ / 180f : (rollZ - 180f) / -180f;
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(rollZ, 0f, 0f), 1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion Custom Player Input
|
|||
|
|
|||
|
}
|
|||
|
catch (System.Exception ex)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("PlayerInputModule VIVE " + ex.Message);
|
|||
|
#else
|
|||
|
// Keep compiler happy
|
|||
|
if (ex != null) { }
|
|||
|
#endif
|
|||
|
}
|
|||
|
#else
|
|||
|
// Do nothing if VIVE is set but not installed
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.UnityXR)
|
|||
|
{
|
|||
|
#region Unity XR
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
|
|||
|
// By default actions are enabled
|
|||
|
// InputAction needs to consider the ControlType returned.
|
|||
|
if (isInputEnabled)
|
|||
|
{
|
|||
|
#region Unity XR Horizontal Input
|
|||
|
shipInput.horizontal = UISReadActionInputFloat(positiveHorizontalInputActionUIS, positiveHorizontalInputActionDataSlotUIS, positiveHorizontalCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Horizontal Input
|
|||
|
|
|||
|
#region Unity XR Vertical Input
|
|||
|
shipInput.vertical = UISReadActionInputFloat(positiveVerticalInputActionUIS, positiveVerticalInputActionDataSlotUIS, positiveVerticalCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Verical Input
|
|||
|
|
|||
|
#region Unity XR Longitudinal Input
|
|||
|
shipInput.longitudinal = UISReadActionInputFloat(positiveLongitudinalInputActionUIS, positiveLongitudinalInputActionDataSlotUIS, positiveLongitudinalCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Longitudinal Input
|
|||
|
|
|||
|
#region Unity XR Pitch Input
|
|||
|
shipInput.pitch = UISReadActionInputFloat(positivePitchInputActionUIS, positivePitchInputActionDataSlotUIS, positivePitchCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Pitch Input
|
|||
|
|
|||
|
#region Unity XR Yaw Input
|
|||
|
shipInput.yaw = UISReadActionInputFloat(positiveYawInputActionUIS, positiveYawInputActionDataSlotUIS, positiveYawCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Yaw Input
|
|||
|
|
|||
|
#region Unity XR Roll Input
|
|||
|
shipInput.roll = UISReadActionInputFloat(positiveRollInputActionUIS, positiveRollInputActionDataSlotUIS, positiveRollCtrlTypeHashUIS);
|
|||
|
#endregion Unity XR Roll Input
|
|||
|
|
|||
|
#region Unity XR Primary Fire Input
|
|||
|
shipInput.primaryFire = UISReadActionInputBool(primaryFireInputActionUIS, primaryFireInputActionDataSlotUIS, primaryFireCtrlTypeHashUIS, primaryFireCanBeHeld);
|
|||
|
#endregion Unity XR Primary Fire Input
|
|||
|
|
|||
|
#region Unity XR Secondary Fire Input
|
|||
|
shipInput.secondaryFire = UISReadActionInputBool(secondaryFireInputActionUIS, secondaryFireInputActionDataSlotUIS, secondaryFireCtrlTypeHashUIS, secondaryFireCanBeHeld);
|
|||
|
#endregion Unity XR Secondary Fire Input
|
|||
|
|
|||
|
#region Unity XR Dock Input
|
|||
|
shipInput.dock = UISReadActionInputBool(dockingInputActionUIS, dockingInputActionDataSlotUIS, dockingCtrlTypeHashUIS, false);
|
|||
|
#endregion Unity XR Dock Input
|
|||
|
|
|||
|
#region Unity XR Quit - currently disabled
|
|||
|
//if (UISReadActionInputBool(quitInputActionUIS, 0, controlTypeButtonHashUIS, false))
|
|||
|
//{
|
|||
|
// if (callbackOnQuitGame != null) { callbackOnQuitGame.Invoke(shipControlModule); }
|
|||
|
// else
|
|||
|
// {
|
|||
|
// #if UNITY_EDITOR
|
|||
|
// UnityEditor.EditorApplication.isPlaying = false;
|
|||
|
// #else
|
|||
|
// Application.Quit();
|
|||
|
// #endif
|
|||
|
// }
|
|||
|
//}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
|
|||
|
#region XR Custom Player Input
|
|||
|
if (numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpiIdx = 0; cpiIdx < numberOfCustomPlayerInputs; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.isButton)
|
|||
|
{
|
|||
|
if (UISReadActionInputBool(customPlayerInput.uisPositiveInputAction, customPlayerInput.uisPositiveInputActionDataSlot, customPlayerInput.uisPositiveCtrlTypeHash, customPlayerInput.canBeHeldDown))
|
|||
|
{
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Button (5).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(new Vector3(1f, 0f, 0f), 5);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Vector3 inputValue = Vector3.zero;
|
|||
|
|
|||
|
if (customPlayerInput.uisPositiveInputAction != null)
|
|||
|
{
|
|||
|
if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeAxisHashUIS || customPlayerInput.uisPositiveCtrlTypeHash == controlTypeButtonHashUIS)
|
|||
|
{
|
|||
|
// 1D axis and Buttons both retrun a float
|
|||
|
inputValue.x = customPlayerInput.uisPositiveInputAction.ReadValue<float>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis1D (1).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 1);
|
|||
|
}
|
|||
|
else if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeVector2HashUIS || customPlayerInput.uisPositiveCtrlTypeHash == controlTypeDpadHashUIS)
|
|||
|
{
|
|||
|
inputValue = customPlayerInput.uisPositiveInputAction.ReadValue<Vector2>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValue.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValue.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValue.y;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis2D (2).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 2);
|
|||
|
}
|
|||
|
else if (customPlayerInput.uisPositiveCtrlTypeHash == controlTypeVector3HashUIS)
|
|||
|
{
|
|||
|
inputValue = customPlayerInput.uisPositiveInputAction.ReadValue<Vector3>();
|
|||
|
|
|||
|
if (customPlayerInput.isSensitivityEnabled)
|
|||
|
{
|
|||
|
// Currently only works on x,y axes
|
|||
|
inputValue.x = CalculateAxisInput(customPlayerInput.lastInputValueX, inputValue.x, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
inputValue.y = CalculateAxisInput(customPlayerInput.lastInputValueY, inputValue.y, customPlayerInput.sensitivity, customPlayerInput.gravity);
|
|||
|
}
|
|||
|
customPlayerInput.lastInputValueX = inputValue.x;
|
|||
|
customPlayerInput.lastInputValueY = inputValue.y;
|
|||
|
// CustomPlayerInput.CustomPlayerInputEventType is Axis3D (3).
|
|||
|
customPlayerInput.customPlayerInputEvt.Invoke(inputValue, 3);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#else
|
|||
|
// Do nothing if XR or Unity Input System is set but not installed in the project
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
#endif
|
|||
|
#endregion
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { Debug.Log("Invalid input mode: " + inputMode.ToString()); }
|
|||
|
#endif
|
|||
|
|
|||
|
// cater for situation where input is disabled but CustomPlayerInput is allowed.
|
|||
|
if (!isInputEnabled) { return; }
|
|||
|
|
|||
|
#region Sensitivity Implementation
|
|||
|
|
|||
|
if (isSensitivityForHorizontalEnabled && !isHorizontalDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.horizontal = CalculateAxisInput(lastShipInput.horizontal, shipInput.horizontal, horizontalAxisSensitivity, horizontalAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.horizontal = shipInput.horizontal;
|
|||
|
}
|
|||
|
|
|||
|
if (isSensitivityForVerticalEnabled && !isVerticalDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.vertical = CalculateAxisInput(lastShipInput.vertical, shipInput.vertical, verticalAxisSensitivity, verticalAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.vertical = shipInput.vertical;
|
|||
|
}
|
|||
|
|
|||
|
if (isSensitivityForLongitudinalEnabled && !isLongitudinalDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.longitudinal = CalculateAxisInput(lastShipInput.longitudinal, shipInput.longitudinal, longitudinalAxisSensitivity, longitudinalAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.longitudinal = shipInput.longitudinal;
|
|||
|
}
|
|||
|
|
|||
|
if (isSensitivityForPitchEnabled && !isPitchDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.pitch = CalculateAxisInput(lastShipInput.pitch, shipInput.pitch, pitchAxisSensitivity, pitchAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.pitch = shipInput.pitch;
|
|||
|
}
|
|||
|
|
|||
|
if (isSensitivityForYawEnabled && !isYawDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.yaw = CalculateAxisInput(lastShipInput.yaw, shipInput.yaw, yawAxisSensitivity, yawAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.yaw = shipInput.yaw;
|
|||
|
}
|
|||
|
|
|||
|
if (isSensitivityForRollEnabled && !isRollDataDiscarded)
|
|||
|
{
|
|||
|
shipInput.roll = CalculateAxisInput(lastShipInput.roll, shipInput.roll, rollAxisSensitivity, rollAxisGravity);
|
|||
|
// Store the calculated ship input from this frame for reference next frame
|
|||
|
lastShipInput.roll = shipInput.roll;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Send calculated input to the ship control module
|
|||
|
if (shipControlModule != null)
|
|||
|
{
|
|||
|
// If auto cruise is enabled, check to see if we need more forwards thrust
|
|||
|
if (isAutoCruiseEnabled && shipControlModule.IsInitialised && !isLongitudinalDataDiscarded && shipControlModule.ShipIsEnabled())
|
|||
|
{
|
|||
|
currentSpeed = (shipControlModule.shipInstance.TransformInverseRotation * shipControlModule.shipInstance.WorldVelocity).z;
|
|||
|
if (shipInput.longitudinal == 0f)
|
|||
|
{
|
|||
|
/// TODO - as the current speed approaches the target speed we need to apply less thrust.
|
|||
|
if (targetCruiseSpeed > 0f && currentSpeed < targetCruiseSpeed)
|
|||
|
{
|
|||
|
shipInput.longitudinal = 0.25f;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
targetCruiseSpeed = currentSpeed;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
shipControlModule.SendInput(shipInput);
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Event Methods
|
|||
|
|
|||
|
private void OnEnable()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
if (inputMode == InputMode.UnityXR)
|
|||
|
{
|
|||
|
EnableOrDisableActions(inputActionAssetXR, true);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
private void OnDisable()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
if (inputMode == InputMode.UnityXR)
|
|||
|
{
|
|||
|
EnableOrDisableActions(inputActionAssetXR, false);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
private void OnDestroy()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
if (inputMode == InputMode.UnityXR)
|
|||
|
{
|
|||
|
EnableOrDisableActions(inputActionAssetXR, false);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Private or Internal Member Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Calculates a mouse X input for an axis, taking into account sensitivity and deadzone settings.
|
|||
|
/// In a build, can also compensate for getting input from another display or monitor.
|
|||
|
/// See also SetTargetDisplay(displayNumber).
|
|||
|
/// </summary>
|
|||
|
/// <param name="mouseX"></param>
|
|||
|
/// <param name="mouseXSensitivity"></param>
|
|||
|
/// <param name="mouseXDeadzone"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private float CalculateMouseXInput (float mouseX, float mouseXSensitivity, float mouseXDeadzone)
|
|||
|
{
|
|||
|
// TODO call this from Unity Input System code
|
|||
|
// Mouse position can be outside gameview
|
|||
|
|
|||
|
#if !UNITY_EDITOR
|
|||
|
mouseX -= targetDisplayOffsetX;
|
|||
|
#endif
|
|||
|
|
|||
|
// Make sure to clamp it to be inside bounds of the screen
|
|||
|
if (mouseX < 0f) { mouseX = 0f; }
|
|||
|
else if (mouseX > Screen.width) { mouseX = Screen.width; }
|
|||
|
// Normalise between -1.0 and +1.0
|
|||
|
mouseX = ((mouseX - (Screen.width / 2f)) * 2f / Screen.width);
|
|||
|
// Make any values inside the deadzone zero
|
|||
|
if (mouseX > -mouseXDeadzone * 2f && mouseX < mouseXDeadzone * 2f) { mouseX = 0; }
|
|||
|
|
|||
|
// Multiply by sensitivity
|
|||
|
return mouseX * mouseXSensitivity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Calculates a mouse Y input for an axis, taking into account sensitivity and deadzone settings.
|
|||
|
/// </summary>
|
|||
|
/// <param name="mouseX"></param>
|
|||
|
/// <param name="mouseXSensitivity"></param>
|
|||
|
/// <param name="mouseXDeadzone"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private float CalculateMouseYInput(float mouseY, float mouseYSensitivity, float mouseYDeadzone)
|
|||
|
{
|
|||
|
// TODO call this from Unity Input System code
|
|||
|
// Mouse position can be outside gameview
|
|||
|
// Make sure to clamp it to be inside bounds of the screen
|
|||
|
if (mouseY < 0f) { mouseY = 0f; }
|
|||
|
else if (mouseY > Screen.height) { mouseY = Screen.height; }
|
|||
|
// Normalise between -1.0 and +1.0
|
|||
|
mouseY = -((mouseY - (Screen.height / 2f)) * 2f / Screen.height);
|
|||
|
// Make any values inside the deadzone zero
|
|||
|
if (mouseY > -mouseYDeadzone * 2f && mouseY < mouseYDeadzone * 2f) { mouseY = 0; }
|
|||
|
// Multiply by sensitivity
|
|||
|
return mouseY * mouseYSensitivity;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable or disable Ship AI mode.
|
|||
|
/// When AI mode is enabled, the Custom Inputs are still enabled.
|
|||
|
/// </summary>
|
|||
|
/// <param name="isEnabled"></param>
|
|||
|
private void EnableOrDisableAIMode(bool isEnabled)
|
|||
|
{
|
|||
|
ShipAIInputModule aiShip = shipControlModule == null ? null : shipControlModule.GetShipAIInputModule(false);
|
|||
|
|
|||
|
if (aiShip != null)
|
|||
|
{
|
|||
|
if (aiShip.IsInitialised)
|
|||
|
{
|
|||
|
if (isEnabled)
|
|||
|
{
|
|||
|
DisableInput(true);
|
|||
|
isShipAIModeEnabled = true;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
EnableInput();
|
|||
|
isShipAIModeEnabled = false;
|
|||
|
}
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { Debug.LogWarning("ERROR: PlayerInputModule.EnableOrDisableAIMode - cannot " + (isEnabled ? "enable" : "disable") + " AI mode as Ship AI Input Module is not initialised"); }
|
|||
|
#endif
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { Debug.LogWarning("ERROR: PlayerInputModule.EnableOrDisableAIMode - cannot " + (isEnabled ? "enable" : "disable") + " AI mode as Ship AI Input Module may not be attached to " + gameObject.name); }
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#if SSC_UIS
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Enable or disable Actions in a InputActionAsset
|
|||
|
/// </summary>
|
|||
|
/// <param name="inputActionAsset"></param>
|
|||
|
/// <param name="isEnabled"></param>
|
|||
|
private void EnableOrDisableActions(UnityEngine.InputSystem.InputActionAsset inputActionAsset, bool isEnabled)
|
|||
|
{
|
|||
|
if (inputActionAsset != null)
|
|||
|
{
|
|||
|
if (isEnabled)
|
|||
|
{
|
|||
|
inputActionAsset.Enable();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
inputActionAsset.Disable();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get an InputAction from a scriptableobject InputActionAsset in a given ActionMap. We are using strings so DO NOT run this every frame.
|
|||
|
/// </summary>
|
|||
|
/// <param name="inputActionAsset"></param>
|
|||
|
/// <param name="actionMapId"></param>
|
|||
|
/// <param name="actionId"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private UnityEngine.InputSystem.InputAction UISGetAction(UnityEngine.InputSystem.InputActionAsset inputActionAsset, string actionMapId, string actionId)
|
|||
|
{
|
|||
|
UnityEngine.InputSystem.InputAction inputAction = null;
|
|||
|
|
|||
|
if (inputActionAsset != null && !string.IsNullOrEmpty(actionMapId) || !string.IsNullOrEmpty(actionId))
|
|||
|
{
|
|||
|
UnityEngine.InputSystem.InputActionMap actionMap = inputActionAsset.FindActionMap(actionMapId);
|
|||
|
|
|||
|
if (actionMap != null)
|
|||
|
{
|
|||
|
inputAction = actionMap.FindAction(actionId);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return inputAction;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Given a Unity Input System action, read the current value being generated by that
|
|||
|
/// action. This assumes the inputAction will be null if it has not been configured
|
|||
|
/// in the PlayerInputModuleEditor. It doesn't check the inputAxisMode.
|
|||
|
/// </summary>
|
|||
|
/// <param name="inputAction"></param>
|
|||
|
/// <param name="inputActionDataSlot"></param>
|
|||
|
/// <param name="actionControlTypeHash"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private float UISReadActionInputFloat(UnityEngine.InputSystem.InputAction inputAction, int inputActionDataSlot, int actionControlTypeHash)
|
|||
|
{
|
|||
|
float inputActionValue = 0f;
|
|||
|
|
|||
|
// Unity Input System only requires SingleAxis as multiple can be supported by
|
|||
|
// using Composite Bindings. It doesn't check if the inputAxisMode is NoInput or CombinedAxis.
|
|||
|
|
|||
|
if (inputAction != null)
|
|||
|
{
|
|||
|
// Use int32 hashcodes to avoid GC
|
|||
|
if (actionControlTypeHash == controlTypeAxisHashUIS)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<float>();
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeVector2HashUIS || actionControlTypeHash == controlTypeDpadHashUIS)
|
|||
|
{
|
|||
|
if (inputActionDataSlot == 0)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector2>().x;
|
|||
|
}
|
|||
|
else { inputActionValue = inputAction.ReadValue<Vector2>().y; }
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeVector3HashUIS)
|
|||
|
{
|
|||
|
if (inputActionDataSlot == 0)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector3>().x;
|
|||
|
}
|
|||
|
else if (inputActionDataSlot == 1)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector3>().y;
|
|||
|
}
|
|||
|
else { inputActionValue = inputAction.ReadValue<Vector3>().z; }
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeButtonHashUIS)
|
|||
|
{
|
|||
|
// Buttons return a float (not a bool)
|
|||
|
inputActionValue = inputAction.ReadValue<float>();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return inputActionValue;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Given a Unity Input System action, read the current value being generated by that
|
|||
|
/// action. This assumes the inputAction will be null if it has not been configured
|
|||
|
/// in the PlayerInputModuleEditor. It doesn't check the inputAxisMode or
|
|||
|
/// [primary/secondary]FireButtonEnabled values.
|
|||
|
/// </summary>
|
|||
|
/// <param name="inputAction"></param>
|
|||
|
/// <param name="inputActionDataSlot"></param>
|
|||
|
/// <param name="actionControlTypeHash"></param>
|
|||
|
/// <param name="canBeHeldDown"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private bool UISReadActionInputBool(UnityEngine.InputSystem.InputAction inputAction, int inputActionDataSlot, int actionControlTypeHash, bool canBeHeldDown)
|
|||
|
{
|
|||
|
bool inputActioned = false;
|
|||
|
float inputActionValue = 0f;
|
|||
|
|
|||
|
// It doesn't check if the primary/secondaryFireButtonEnabled are enabled.
|
|||
|
|
|||
|
if (inputAction != null)
|
|||
|
{
|
|||
|
// Use int32 hashcodes to avoid GC
|
|||
|
if (actionControlTypeHash == controlTypeButtonHashUIS)
|
|||
|
{
|
|||
|
if (canBeHeldDown)
|
|||
|
{
|
|||
|
// Buttons return a float (not a bool)
|
|||
|
inputActionValue = inputAction.ReadValue<float>();
|
|||
|
inputActioned = inputActionValue < -0.1f || inputActionValue > 0.1f;
|
|||
|
}
|
|||
|
// Only respond the first time it is pressed
|
|||
|
else { inputActioned = inputAction.triggered; }
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeAxisHashUIS || actionControlTypeHash == controlTypeDpadHashUIS)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<float>();
|
|||
|
inputActioned = inputActionValue > 0.1f || inputActionValue < 0.1f;
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeVector2HashUIS)
|
|||
|
{
|
|||
|
if (inputActionDataSlot == 0)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector2>().x;
|
|||
|
}
|
|||
|
else { inputActionValue = inputAction.ReadValue<Vector2>().y; }
|
|||
|
inputActioned = inputActionValue > 0.1f || inputActionValue < 0.1f;
|
|||
|
}
|
|||
|
else if (actionControlTypeHash == controlTypeVector3HashUIS)
|
|||
|
{
|
|||
|
if (inputActionDataSlot == 0)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector3>().x;
|
|||
|
}
|
|||
|
else if (inputActionDataSlot == 1)
|
|||
|
{
|
|||
|
inputActionValue = inputAction.ReadValue<Vector3>().y;
|
|||
|
}
|
|||
|
else { inputActionValue = inputAction.ReadValue<Vector3>().z; }
|
|||
|
inputActioned = inputActionValue < -0.1f || inputActionValue > 0.1f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return inputActioned;
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Private XR Methods
|
|||
|
|
|||
|
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
|
|||
|
private void ConfigureLeftHandXR()
|
|||
|
{
|
|||
|
// Prevent XR hands causing damage when colliding with ship
|
|||
|
if (leftHandTransformXR != null)
|
|||
|
{
|
|||
|
// The ship shouldn't have to be initialised for this to work
|
|||
|
shipControlModule.shipInstance.AttachColliders(leftHandTransformXR.GetComponentsInChildren<Collider>());
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void ConfigureRightHandXR()
|
|||
|
{
|
|||
|
// Prevent XR hands causing damage when colliding with ship
|
|||
|
if (rightHandTransformXR != null)
|
|||
|
{
|
|||
|
// The ship shouldn't have to be initialised for this to work
|
|||
|
shipControlModule.shipInstance.AttachColliders(rightHandTransformXR.GetComponentsInChildren<Collider>());
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable or disable the XRCamera
|
|||
|
/// </summary>
|
|||
|
/// <param name="isEnabled"></param>
|
|||
|
private void EnableOrDisableXRCamera(bool isEnabled)
|
|||
|
{
|
|||
|
if (firstPersonTransform1XR != null) { firstPersonTransform1XR.gameObject.SetActive(isEnabled); }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable or disble the XR Hands
|
|||
|
/// </summary>
|
|||
|
/// <param name="isEnabled"></param>
|
|||
|
private void EnableOrDisableXRHands(bool isEnabled)
|
|||
|
{
|
|||
|
if (leftHandTransformXR != null) { leftHandTransformXR.gameObject.SetActive(isEnabled); }
|
|||
|
if (rightHandTransformXR != null) { rightHandTransformXR.gameObject.SetActive(isEnabled); }
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public Member Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Validate all the legacy input axis names. Update their status.
|
|||
|
/// </summary>
|
|||
|
public void ValidateLegacyInput()
|
|||
|
{
|
|||
|
isPositiveHorizontalInputAxisValid = IsLegacyAxisValid(positiveHorizontalInputAxisName, false);
|
|||
|
isNegativeHorizontalInputAxisValid = IsLegacyAxisValid(negativeHorizontalInputAxisName, false);
|
|||
|
isPositiveVerticalInputAxisValid = IsLegacyAxisValid(positiveVerticalInputAxisName, false);
|
|||
|
isNegativeVerticalInputAxisValid = IsLegacyAxisValid(negativeVerticalInputAxisName, false);
|
|||
|
isPositiveLongitudinalInputAxisValid = IsLegacyAxisValid(positiveLongitudinalInputAxisName, false);
|
|||
|
isNegativeLongitudinalInputAxisValid = IsLegacyAxisValid(negativeLongitudinalInputAxisName, false);
|
|||
|
isPositivePitchInputAxisValid = IsLegacyAxisValid(positivePitchInputAxisName, false);
|
|||
|
isNegativePitchInputAxisValid = IsLegacyAxisValid(negativePitchInputAxisName, false);
|
|||
|
isPositiveYawInputAxisValid = IsLegacyAxisValid(positiveYawInputAxisName, false);
|
|||
|
isNegativeYawInputAxisValid = IsLegacyAxisValid(negativeYawInputAxisName, false);
|
|||
|
isPositiveRollInputAxisValid = IsLegacyAxisValid(positiveRollInputAxisName, false);
|
|||
|
isNegativeRollInputAxisValid = IsLegacyAxisValid(negativeRollInputAxisName, false);
|
|||
|
isPrimaryFireInputAxisValid = IsLegacyAxisValid(primaryFireInputAxisName, false);
|
|||
|
isSecondaryFireInputAxisValid = IsLegacyAxisValid(secondaryFireInputAxisName, false);
|
|||
|
isDockingInputAxisValid = IsLegacyAxisValid(dockingInputAxisName, false);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public Static Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Check that a Unity Legacy Input system axis is defined
|
|||
|
/// </summary>
|
|||
|
/// <param name="axisName"></param>
|
|||
|
/// <param name="showError"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static bool IsLegacyAxisValid(string axisName, bool showError)
|
|||
|
{
|
|||
|
bool isValid = true;
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
#if ENABLE_LEGACY_INPUT_MANAGER || !UNITY_2019_2_OR_NEWER
|
|||
|
Input.GetAxis(axisName);
|
|||
|
#else
|
|||
|
isValid = false;
|
|||
|
#endif
|
|||
|
}
|
|||
|
catch (System.Exception ex)
|
|||
|
{
|
|||
|
isValid = false;
|
|||
|
if (showError) { Debug.LogWarning("PlayerInputModule: " + ex.Message); }
|
|||
|
}
|
|||
|
|
|||
|
return isValid;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public Static Rewired Integration Methods
|
|||
|
#if SSC_REWIRED
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Verify that Rewired's Input Manager is in the scene
|
|||
|
/// and has been initialised.
|
|||
|
/// </summary>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static bool CheckRewired(bool showErrors)
|
|||
|
{
|
|||
|
bool isInitialised = false;
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
isInitialised = Rewired.ReInput.isReady;
|
|||
|
}
|
|||
|
catch (System.Exception ex)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (showErrors) { Debug.LogWarning("SSC.PlayerInputModule.CheckRewired - Rewired Input Manager is not initialised.\n" + ex.Message); }
|
|||
|
#else
|
|||
|
// Keep compiler happy
|
|||
|
if (ex != null) {}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
return isInitialised;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get the Rewired Player class instance given a human user number.
|
|||
|
/// e.g. Get the first human player.
|
|||
|
/// Rewired.Player rewiredPlayer = PlayerInputModule.GetRewiredPlayer(1, false);
|
|||
|
/// </summary>
|
|||
|
/// <param name="userNumber"></param>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static Rewired.Player GetRewiredPlayer(int userNumber, bool showErrors)
|
|||
|
{
|
|||
|
Rewired.Player rwPlayer = null;
|
|||
|
|
|||
|
if (CheckRewired(showErrors))
|
|||
|
{
|
|||
|
int numRewiredPlayers = Rewired.ReInput.players == null ? 0 : Rewired.ReInput.players.playerCount;
|
|||
|
|
|||
|
if (userNumber < 1 || userNumber > numRewiredPlayers)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (showErrors)
|
|||
|
{
|
|||
|
if (numRewiredPlayers < 1)
|
|||
|
{
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.GetRewiredPlayer - there does not seem to be any Players setup in Rewired. Check the Players tab in the Rewired Editor.");
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.GetRewiredPlayer - invalid UserNumber " + userNumber);
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
rwPlayer = Rewired.ReInput.players.Players[userNumber - 1];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return rwPlayer;
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
#endregion Rewired Integration Methods
|
|||
|
|
|||
|
#region Public API Methods
|
|||
|
|
|||
|
#region Public API - General
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This must be called on Awake or via code before the Player Input Module can be used.
|
|||
|
/// </summary>
|
|||
|
public void Initialise()
|
|||
|
{
|
|||
|
if (IsInitialised) { return; }
|
|||
|
|
|||
|
shipControlModule = GetComponent<ShipControlModule>();
|
|||
|
shipInput = new ShipInput();
|
|||
|
lastShipInput = new ShipInput();
|
|||
|
|
|||
|
ReinitialiseDiscardData();
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
bool showErrors = true;
|
|||
|
#else
|
|||
|
bool showErrors = false;
|
|||
|
#endif
|
|||
|
|
|||
|
if (inputMode == InputMode.UnityInputSystem)
|
|||
|
{
|
|||
|
#if SSC_UIS
|
|||
|
UpdateUnityInputSystemActions(showErrors);
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.Rewired)
|
|||
|
{
|
|||
|
#if SSC_REWIRED
|
|||
|
|
|||
|
UpdateRewiredActionTypes(showErrors);
|
|||
|
|
|||
|
if (rewiredPlayerNumber > 0)
|
|||
|
{
|
|||
|
// The player number has been configured in the editor, so attempt to find the rewired player
|
|||
|
SetRewiredPlayer(rewiredPlayerNumber, showErrors);
|
|||
|
|
|||
|
//Debug.Log("[DEBUG] roll: " + Rewired.ReInput.mapping.GetAction(negativeRollInputActionId).descriptiveName);
|
|||
|
}
|
|||
|
#else
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("PlayerInputModule.Awake - the InputMode is set to Rewired on " + gameObject.name + ", however Rewired does not seem to be installed in this project.");
|
|||
|
#endif
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.OculusAPI)
|
|||
|
{
|
|||
|
#if SSC_OVR
|
|||
|
// OVRInput requires either OVRManager to be present in the scene OR OVRInput.Update() to called once per frame at the beginning of any component's Update() method.
|
|||
|
CheckOVRManager();
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.Vive)
|
|||
|
{
|
|||
|
#if VIU_PLUGIN
|
|||
|
UpdateViveInput(showErrors);
|
|||
|
#else
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("PlayerInputModule.Awake - the InputMode is set to Vive on " + gameObject.name + ", however Vive Input Utility does not seem to be installed in this project.");
|
|||
|
#endif
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.UnityXR)
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
UpdateUnityXRActions(showErrors);
|
|||
|
EnableOrDisableActions(inputActionAssetXR, true);
|
|||
|
ConfigureLeftHandXR();
|
|||
|
ConfigureRightHandXR();
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.LegacyUnity)
|
|||
|
{
|
|||
|
ValidateLegacyInput();
|
|||
|
}
|
|||
|
|
|||
|
ReinitialiseRumble();
|
|||
|
ReinitialiseCustomPlayerInput();
|
|||
|
|
|||
|
// Keep compiler happy
|
|||
|
if (showErrors) { }
|
|||
|
if (isOVRInputUpdatedIfRequired) { }
|
|||
|
|
|||
|
if (isEnabledOnInitialise)
|
|||
|
{
|
|||
|
isCustomPlayerInputsOnlyEnabled = isCustomInputsOnlyOnInitialise;
|
|||
|
isInputEnabled = !isCustomInputsOnlyOnInitialise;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
isInputEnabled = false;
|
|||
|
// This option is only available when isEnabledOnInitialise is true
|
|||
|
// This restriction is enforced in the editor
|
|||
|
isCustomPlayerInputsOnlyEnabled = false;
|
|||
|
|
|||
|
DisableXRCamera();
|
|||
|
DisableXRHands();
|
|||
|
}
|
|||
|
|
|||
|
IsInitialised = true;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Enable the Player Input Module to receive input from the configured device.
|
|||
|
/// The module will be initialised if it isn't already.
|
|||
|
/// </summary>
|
|||
|
public void EnableInput()
|
|||
|
{
|
|||
|
if (!IsInitialised) { Initialise(); }
|
|||
|
|
|||
|
if (IsInitialised)
|
|||
|
{
|
|||
|
isInputEnabled = true;
|
|||
|
isCustomPlayerInputsOnlyEnabled = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Disable input or stop the Player Input Module from receiving input from the configured device.
|
|||
|
/// When allowCustomPlayerInput is true, all other input except CustomPlayerInputs are ignored.
|
|||
|
/// This can be useful when you want to still receive actions that generally don't involve ship movement.
|
|||
|
/// </summary>
|
|||
|
/// <param name="allowCustomPlayerInput"></param>
|
|||
|
public void DisableInput(bool allowCustomPlayerInput = false)
|
|||
|
{
|
|||
|
if (IsInitialised)
|
|||
|
{
|
|||
|
ResetInput();
|
|||
|
isInputEnabled = false;
|
|||
|
isCustomPlayerInputsOnlyEnabled = allowCustomPlayerInput;
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { Debug.LogWarning("ERROR: PlayerInputModule.DisableInput() was called before Awake() or Initialise() ran. DisableInput will have no effect."); }
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Call this when you wish to remove any custom event listeners, like
|
|||
|
/// after creating them in code and then destroying the object.
|
|||
|
/// You could add this to your game play OnDestroy code.
|
|||
|
/// </summary>
|
|||
|
public void RemoveListeners()
|
|||
|
{
|
|||
|
if (IsInitialised && numberOfCustomPlayerInputs > 0)
|
|||
|
{
|
|||
|
for (int cpi = 0; cpi < numberOfCustomPlayerInputs; cpi++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpi];
|
|||
|
|
|||
|
if (customPlayerInput != null && customPlayerInput.customPlayerInputEvt != null)
|
|||
|
{
|
|||
|
customPlayerInput.customPlayerInputEvt.RemoveAllListeners();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Reset and send 0 input on each axis to the ship
|
|||
|
/// Also calls ReinitialiseDiscardData().
|
|||
|
/// </summary>
|
|||
|
public void ResetInput()
|
|||
|
{
|
|||
|
if (IsInitialised)
|
|||
|
{
|
|||
|
shipInput.horizontal = 0f;
|
|||
|
shipInput.vertical = 0f;
|
|||
|
shipInput.longitudinal = 0f;
|
|||
|
shipInput.pitch = 0f;
|
|||
|
shipInput.yaw = 0f;
|
|||
|
shipInput.roll = 0f;
|
|||
|
shipInput.primaryFire = false;
|
|||
|
shipInput.secondaryFire = false;
|
|||
|
shipInput.dock = false;
|
|||
|
|
|||
|
lastShipInput.horizontal = 0f;
|
|||
|
lastShipInput.vertical = 0f;
|
|||
|
lastShipInput.longitudinal = 0f;
|
|||
|
lastShipInput.pitch = 0f;
|
|||
|
lastShipInput.yaw = 0f;
|
|||
|
lastShipInput.roll = 0f;
|
|||
|
lastShipInput.primaryFire = false;
|
|||
|
lastShipInput.secondaryFire = false;
|
|||
|
lastShipInput.dock = false;
|
|||
|
|
|||
|
targetCruiseSpeed = 0f;
|
|||
|
|
|||
|
ReinitialiseDiscardData();
|
|||
|
|
|||
|
if (shipControlModule != null)
|
|||
|
{
|
|||
|
shipControlModule.SendInput(shipInput);
|
|||
|
}
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { Debug.LogWarning("ERROR: PlayerInputModule.ResetInput() was called before Awake() or Initialise() ran. ResetInput will have no effect."); }
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Re-initialise (set) the shipInput based on the is[axis/button]DataDiscard field settings.
|
|||
|
/// Must be called after each change to any of those fields/variables.
|
|||
|
/// Retrospectively also updates lastShipInput with same DataDiscard values.
|
|||
|
/// </summary>
|
|||
|
public void ReinitialiseDiscardData()
|
|||
|
{
|
|||
|
shipInput.isHorizontalDataEnabled = !isHorizontalDataDiscarded;
|
|||
|
shipInput.isVerticalDataEnabled = !isVerticalDataDiscarded;
|
|||
|
shipInput.isLongitudinalDataEnabled = !isLongitudinalDataDiscarded;
|
|||
|
shipInput.isPitchDataEnabled = !isPitchDataDiscarded;
|
|||
|
shipInput.isYawDataEnabled = !isYawDataDiscarded;
|
|||
|
shipInput.isRollDataEnabled = !isRollDataDiscarded;
|
|||
|
shipInput.isPrimaryFireDataEnabled = !isPrimaryFireDataDiscarded;
|
|||
|
shipInput.isSecondaryFireDataEnabled = !isSecondaryFireDataDiscarded;
|
|||
|
shipInput.isDockDataEnabled = !isDockDataDiscarded;
|
|||
|
|
|||
|
lastShipInput.isHorizontalDataEnabled = !isHorizontalDataDiscarded;
|
|||
|
lastShipInput.isVerticalDataEnabled = !isVerticalDataDiscarded;
|
|||
|
lastShipInput.isLongitudinalDataEnabled = !isLongitudinalDataDiscarded;
|
|||
|
lastShipInput.isPitchDataEnabled = !isPitchDataDiscarded;
|
|||
|
lastShipInput.isYawDataEnabled = !isYawDataDiscarded;
|
|||
|
lastShipInput.isRollDataEnabled = !isRollDataDiscarded;
|
|||
|
lastShipInput.isPrimaryFireDataEnabled = !isPrimaryFireDataDiscarded;
|
|||
|
lastShipInput.isSecondaryFireDataEnabled = !isSecondaryFireDataDiscarded;
|
|||
|
lastShipInput.isDockDataEnabled = !isDockDataDiscarded;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This should be called if you modify the CustomPlayerInputs at runtime
|
|||
|
/// </summary>
|
|||
|
public void ReinitialiseCustomPlayerInput()
|
|||
|
{
|
|||
|
numberOfCustomPlayerInputs = customPlayerInputList == null ? 0 : customPlayerInputList.Count;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Used on a PC with multiple screens (display monitors) to adjust mouse position when player
|
|||
|
/// wants to use a screen other than Display 1.
|
|||
|
/// </summary>
|
|||
|
/// <param name="displayNumber">1 to 8</param>
|
|||
|
public void SetTargetDisplay(int displayNumber)
|
|||
|
{
|
|||
|
targetDisplayOffsetX = 0f;
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
// keep compiler happy - do nothing
|
|||
|
if (targetDisplayOffsetX > 0f) { }
|
|||
|
#else
|
|||
|
// In the editor it reports the mouse position within the (single) game view which has focus.
|
|||
|
// In a build the mouse position spans all displays.
|
|||
|
if (IsInitialised && SSCUtils.VerifyTargetDisplay(displayNumber, true))
|
|||
|
{
|
|||
|
for (int tgtdIdx = 0; tgtdIdx < displayNumber - 1; tgtdIdx++)
|
|||
|
{
|
|||
|
targetDisplayOffsetX += Display.displays[tgtdIdx].renderingWidth;
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API - Static General
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Calculates an input for this frame for an axis, taking into account sensitivity and gravity settings.
|
|||
|
/// </summary>
|
|||
|
/// <param name="currentInput"></param>
|
|||
|
/// <param name="targetInput"></param>
|
|||
|
/// <param name="axisSensitivity"></param>
|
|||
|
/// <param name="axisGravity"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static float CalculateAxisInput (float currentInput, float targetInput, float axisSensitivity, float axisGravity)
|
|||
|
{
|
|||
|
// Check that the current input is different from the target input
|
|||
|
if (currentInput != targetInput)
|
|||
|
{
|
|||
|
#region Pre-Calculation
|
|||
|
|
|||
|
// Check which side of the origin the current input position is
|
|||
|
bool currentInputPositive = currentInput > 0f;
|
|||
|
// Check which side of the origin the target input position is
|
|||
|
bool targetInputPositive = targetInput > 0f;
|
|||
|
// Calculate the distance from the origin to the current input position
|
|||
|
float currentDistFromOrigin = currentInputPositive ? currentInput : -currentInput;
|
|||
|
// Calculate the distance from the origin to the target input position
|
|||
|
float targetDistFromOrigin = targetInputPositive ? targetInput : -targetInput;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Calculate Speed
|
|||
|
|
|||
|
// Now, calculate speed to move towards target position at
|
|||
|
float inputMoveSpeed = 0f;
|
|||
|
// If the current input position and the target input position are on opposite sides of the origin,
|
|||
|
// move towards target position at speed of sensitivity + gravity
|
|||
|
if (currentInputPositive != targetInputPositive && currentInput != 0f && targetInput != 0f)
|
|||
|
{
|
|||
|
inputMoveSpeed = axisSensitivity + axisGravity;
|
|||
|
}
|
|||
|
// Otherwise, if the current input position and the target input position are on the same side of the origin:
|
|||
|
// If the target input position is farther from the origin than the actual input position,
|
|||
|
// move towards target position at speed of sensitivity
|
|||
|
else if (targetDistFromOrigin > currentDistFromOrigin)
|
|||
|
{
|
|||
|
inputMoveSpeed = axisSensitivity;
|
|||
|
}
|
|||
|
// If the target input position is closer to the origin than the actual input position,
|
|||
|
// move towards target position at speed of gravity
|
|||
|
else
|
|||
|
{
|
|||
|
inputMoveSpeed = axisGravity;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Calculate New input
|
|||
|
|
|||
|
// Calculate the difference between the target input and the current input
|
|||
|
float targetInputDelta = targetInput - currentInput;
|
|||
|
float absTargetInputDelta = targetInputDelta > 0f ? targetInputDelta : -targetInputDelta;
|
|||
|
// Calculate how far the input is able to move this frame, purely due to speed constraints
|
|||
|
float thisFrameInputMovement = inputMoveSpeed * Time.deltaTime;
|
|||
|
// If the possible frame movement is more than the difference between the target input and the current input,
|
|||
|
// simply jump straight to the target input
|
|||
|
if (thisFrameInputMovement > absTargetInputDelta)
|
|||
|
{
|
|||
|
return targetInput;
|
|||
|
}
|
|||
|
// Otherwise, simply add this frame's input movement to the current input
|
|||
|
else
|
|||
|
{
|
|||
|
// If the difference between the target input and the current input is negative,
|
|||
|
// apply a negative movement
|
|||
|
return currentInput + (targetInputDelta > 0f ? thisFrameInputMovement : -thisFrameInputMovement);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// If the current input is the same as the target input, leave it unchanged
|
|||
|
return currentInput;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Oculus API
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Check if the OVRManager is in the scene. If Oculus API is not installed,
|
|||
|
/// it does nothing. If the OVRManager is add or removed from the scene at runtime,
|
|||
|
/// call this method after making the change.
|
|||
|
/// </summary>
|
|||
|
public void CheckOVRManager()
|
|||
|
{
|
|||
|
#if SSC_OVR
|
|||
|
if (FindObjectOfType<OVRManager>() == null)
|
|||
|
{
|
|||
|
isOVRInputUpdateRequired = isOVRInputUpdatedIfRequired;
|
|||
|
isOVRManagerPresent = false;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
isOVRManagerPresent = true;
|
|||
|
// If the OVRManager is in the scene, we never need to call OVRInput.Update() in PlayerInputModule.
|
|||
|
isOVRInputUpdateRequired = false;
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Unity Input System Methods
|
|||
|
#if SSC_UIS
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get the Unity Input System PlayerInput component attached to this (player) ship.
|
|||
|
/// The component reference is cached so that GetComponent isn't called multiple times.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
public UnityEngine.InputSystem.PlayerInput GetUISPlayerInput()
|
|||
|
{
|
|||
|
if (uisPlayerInput == null) { uisPlayerInput = GetComponent<UnityEngine.InputSystem.PlayerInput>(); }
|
|||
|
|
|||
|
return uisPlayerInput;
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Used at runtime to convert string unique identifiers for actions (GUIDs) into
|
|||
|
/// Unity Input System ActionInputs to avoid looking them up and incurring GC overhead each Update.
|
|||
|
/// If actions are modified at runtime, call this method.
|
|||
|
/// Has no effect if Unity Input System package is not installed.
|
|||
|
/// </summary>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
public void UpdateUnityInputSystemActions(bool showErrors = false)
|
|||
|
{
|
|||
|
#if SSC_UIS
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
string methodName = "PlayerInputModule.UpdateUnityInputSystemActions";
|
|||
|
#endif
|
|||
|
|
|||
|
// Get the hashcodes for the Control Types that we support
|
|||
|
controlTypeButtonHashUIS = SSCMath.GetHashCode("Button");
|
|||
|
controlTypeAxisHashUIS = SSCMath.GetHashCode("Axis");
|
|||
|
// Dpad and Vector2 are equivalent
|
|||
|
controlTypeDpadHashUIS = SSCMath.GetHashCode("Dpad");
|
|||
|
controlTypeVector2HashUIS = SSCMath.GetHashCode("Vector2");
|
|||
|
controlTypeVector3HashUIS = SSCMath.GetHashCode("Vector3");
|
|||
|
|
|||
|
// Make sure PlayerInput component is available
|
|||
|
// The current version of SSC depends on this Unity component to be attached to the same gameobject
|
|||
|
if (GetUISPlayerInput() != null)
|
|||
|
{
|
|||
|
int numCPI = customPlayerInputList == null ? 0 : customPlayerInputList.Count;
|
|||
|
|
|||
|
if (uisPlayerInput.actions != null)
|
|||
|
{
|
|||
|
//UnityEngine.InputSystem.InputAction inputAction = null;
|
|||
|
|
|||
|
positiveHorizontalInputActionUIS = uisPlayerInput.actions.FindAction(positiveHorizontalInputActionIdUIS);
|
|||
|
positiveVerticalInputActionUIS = uisPlayerInput.actions.FindAction(positiveVerticalInputActionIdUIS);
|
|||
|
positiveLongitudinalInputActionUIS = uisPlayerInput.actions.FindAction(positiveLongitudinalInputActionIdUIS);
|
|||
|
positivePitchInputActionUIS = uisPlayerInput.actions.FindAction(positivePitchInputActionIdUIS);
|
|||
|
positiveYawInputActionUIS = uisPlayerInput.actions.FindAction(positiveYawInputActionIdUIS);
|
|||
|
positiveRollInputActionUIS = uisPlayerInput.actions.FindAction(positiveRollInputActionIdUIS);
|
|||
|
primaryFireInputActionUIS = uisPlayerInput.actions.FindAction(primaryFireInputActionIdUIS);
|
|||
|
secondaryFireInputActionUIS = uisPlayerInput.actions.FindAction(secondaryFireInputActionIdUIS);
|
|||
|
quitInputActionUIS = uisPlayerInput.actions.FindAction(quitInputActionIdUIS);
|
|||
|
dockingInputActionUIS = uisPlayerInput.actions.FindAction(dockingInputActionIdUIS);
|
|||
|
|
|||
|
positiveHorizontalCtrlTypeHashUIS = positiveHorizontalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveHorizontalInputActionUIS.expectedControlType);
|
|||
|
positiveVerticalCtrlTypeHashUIS = positiveVerticalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveVerticalInputActionUIS.expectedControlType);
|
|||
|
positiveLongitudinalCtrlTypeHashUIS = positiveLongitudinalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveLongitudinalInputActionUIS.expectedControlType);
|
|||
|
positivePitchCtrlTypeHashUIS = positivePitchInputActionUIS == null ? 0 : SSCMath.GetHashCode(positivePitchInputActionUIS.expectedControlType);
|
|||
|
positiveYawCtrlTypeHashUIS = positiveYawInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveYawInputActionUIS.expectedControlType);
|
|||
|
positiveRollCtrlTypeHashUIS = positiveRollInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveRollInputActionUIS.expectedControlType);
|
|||
|
primaryFireCtrlTypeHashUIS = primaryFireInputActionUIS == null ? 0 : SSCMath.GetHashCode(primaryFireInputActionUIS.expectedControlType);
|
|||
|
secondaryFireCtrlTypeHashUIS = secondaryFireInputActionUIS == null ? 0 : SSCMath.GetHashCode(secondaryFireInputActionUIS.expectedControlType);
|
|||
|
dockingCtrlTypeHashUIS = dockingInputActionUIS == null ? 0 : SSCMath.GetHashCode(dockingInputActionUIS.expectedControlType);
|
|||
|
|
|||
|
// Update all the Custom Player Inputs
|
|||
|
for (int cpiIdx = 0; cpiIdx < numCPI; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
if (customPlayerInput != null)
|
|||
|
{
|
|||
|
customPlayerInput.uisPositiveInputAction = uisPlayerInput.actions.FindAction(customPlayerInput.uisPositiveInputActionId);
|
|||
|
customPlayerInput.uisPositiveCtrlTypeHash = customPlayerInput.uisPositiveInputAction == null ? 0 : SSCMath.GetHashCode(customPlayerInput.uisPositiveInputAction.expectedControlType);
|
|||
|
customPlayerInput.lastInputValueX = 0f;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// set all actions to null
|
|||
|
positiveHorizontalInputActionUIS = null;
|
|||
|
positiveVerticalInputActionUIS = null;
|
|||
|
positiveLongitudinalInputActionUIS = null;
|
|||
|
positivePitchInputActionUIS = null;
|
|||
|
positiveYawInputActionUIS = null;
|
|||
|
positiveRollInputActionUIS = null;
|
|||
|
primaryFireInputActionUIS = null;
|
|||
|
secondaryFireInputActionUIS = null;
|
|||
|
quitInputActionUIS = null;
|
|||
|
dockingInputActionUIS = null;
|
|||
|
|
|||
|
positiveHorizontalCtrlTypeHashUIS = 0;
|
|||
|
positiveVerticalCtrlTypeHashUIS = 0;
|
|||
|
positiveLongitudinalCtrlTypeHashUIS = 0;
|
|||
|
positivePitchCtrlTypeHashUIS = 0;
|
|||
|
positiveYawCtrlTypeHashUIS = 0;
|
|||
|
positiveRollCtrlTypeHashUIS = 0;
|
|||
|
primaryFireCtrlTypeHashUIS = 0;
|
|||
|
secondaryFireCtrlTypeHashUIS = 0;
|
|||
|
dockingCtrlTypeHashUIS = 0;
|
|||
|
|
|||
|
// Update all the Custom Player Inputs
|
|||
|
for (int cpiIdx = 0; cpiIdx < numCPI; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
if (customPlayerInput != null)
|
|||
|
{
|
|||
|
customPlayerInput.uisPositiveInputAction = null;
|
|||
|
customPlayerInput.uisPositiveCtrlTypeHash = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (showErrors) { Debug.LogWarning(methodName + " - PlayerInput component attached to " + this.name + " has no Input Action Asset."); }
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { if (showErrors) { Debug.LogWarning(methodName + " couldn't find PlayerInput component attached to " + this.name); } }
|
|||
|
#endif
|
|||
|
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Rewired Methods
|
|||
|
/// <summary>
|
|||
|
/// Set the human player number. This should be 1 or greater. The player
|
|||
|
/// must be first assigned in Rewired, before this is called.
|
|||
|
/// NOTE: If Rewired is not installed or the InputMode is not Rewired,
|
|||
|
/// the rewiredPlayerNumber is set to 0 (unassigned).
|
|||
|
/// </summary>
|
|||
|
/// <param name="playerNumber"></param>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
public void SetRewiredPlayer(int playerNumber, bool showErrors = false)
|
|||
|
{
|
|||
|
if (playerNumber > 0)
|
|||
|
{
|
|||
|
#if SSC_REWIRED
|
|||
|
rewiredPlayer = GetRewiredPlayer(playerNumber, showErrors);
|
|||
|
// Only assign player number if the rewired player is found
|
|||
|
rewiredPlayerNumber = rewiredPlayer == null ? 0 : playerNumber;
|
|||
|
#else
|
|||
|
rewiredPlayerNumber = playerNumber;
|
|||
|
#endif
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
rewiredPlayerNumber = 0;
|
|||
|
#if SSC_REWIRED
|
|||
|
rewiredPlayer = null;
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// A Rewired Action can be an Axis or a Button. To avoid looking up the Action
|
|||
|
/// within the Update event, the type is set outside the loop and need only be
|
|||
|
/// called once at runtime for this ship, and then when ever the Actions are
|
|||
|
/// changed. Has no effect if Rewired is not installed.
|
|||
|
/// </summary>
|
|||
|
public void UpdateRewiredActionTypes(bool showErrors)
|
|||
|
{
|
|||
|
#if SSC_REWIRED
|
|||
|
if (CheckRewired(showErrors))
|
|||
|
{
|
|||
|
Rewired.InputAction inputAction = null;
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positiveHorizontalInputActionId);
|
|||
|
if (inputAction != null) { positiveHorizontalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativeHorizontalInputActionId);
|
|||
|
if (inputAction != null) { negativeHorizontalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positiveVerticalInputActionId);
|
|||
|
if (inputAction != null) { positiveVerticalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativeVerticalInputActionId);
|
|||
|
if (inputAction != null) { negativeVerticalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positiveLongitudinalInputActionId);
|
|||
|
if (inputAction != null) { positiveLongitudinalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativeLongitudinalInputActionId);
|
|||
|
if (inputAction != null) { negativeLongitudinalInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positivePitchInputActionId);
|
|||
|
if (inputAction != null) { positivePitchInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativePitchInputActionId);
|
|||
|
if (inputAction != null) { negativePitchInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positiveYawInputActionId);
|
|||
|
if (inputAction != null) { positiveYawInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativeYawInputActionId);
|
|||
|
if (inputAction != null) { negativeYawInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(positiveRollInputActionId);
|
|||
|
if (inputAction != null) { positiveRollInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(negativeRollInputActionId);
|
|||
|
if (inputAction != null) { negativeRollInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(primaryFireInputActionId);
|
|||
|
if (inputAction != null) { primaryFireInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(secondaryFireInputActionId);
|
|||
|
if (inputAction != null) { secondaryFireInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(dockingInputActionId);
|
|||
|
if (inputAction != null) { dockingInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
|
|||
|
int numCPI = customPlayerInputList == null ? 0 : customPlayerInputList.Count;
|
|||
|
|
|||
|
for (int cpiIdx = 0; cpiIdx < numCPI; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
if (customPlayerInput != null)
|
|||
|
{
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(customPlayerInput.rwdPositiveInputActionId);
|
|||
|
if (inputAction != null) { customPlayerInput.rwdPositiveInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
else { customPlayerInput.rwdPositiveInputActionType = 0; }
|
|||
|
|
|||
|
customPlayerInput.lastInputValueX = 0f;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
customPlayerInput.rwLastIsButtonPressed = false;
|
|||
|
|
|||
|
inputAction = Rewired.ReInput.mapping.GetAction(customPlayerInput.rwdNegativeInputActionId);
|
|||
|
if (inputAction != null) { customPlayerInput.rwdNegativeInputActionType = inputAction.type == Rewired.InputActionType.Button ? 1 : 0; }
|
|||
|
else { customPlayerInput.rwdNegativeInputActionType = 0; }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Vive Methods
|
|||
|
/// <summary>
|
|||
|
/// Vive Input configuration is stored in SSC in a generic form. To avoid converting it with the Update event loops,
|
|||
|
/// it is converted here once. If the Vive Input is changed via the PlayerInputModule at runtime, call this method.
|
|||
|
/// If this is not called, in the Editor you might receive 'PlayerInputModule VIVE Argument cannot be null.'
|
|||
|
/// </summary>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
public void UpdateViveInput(bool showErrors)
|
|||
|
{
|
|||
|
// We could get the type from the assembly OR we could just check for the current known types...
|
|||
|
#if VIU_PLUGIN
|
|||
|
viveHorizontalRoleSystemType = viveHorizontalRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveHorizontalRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveHorizontalRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveVerticalRoleSystemType = viveVerticalRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveVerticalRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveVerticalRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveLongitudinalRoleSystemType = viveLongitudinalRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveLongitudinalRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveLongitudinalRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
vivePitchRoleSystemType = vivePitchRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (vivePitchRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (vivePitchRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveYawRoleSystemType = viveYawRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveYawRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveYawRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveRollRoleSystemType = viveRollRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveRollRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveRollRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
vivePrimaryFireRoleSystemType = vivePrimaryFireRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (vivePrimaryFireRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (vivePrimaryFireRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveSecondaryFireRoleSystemType = viveSecondaryFireRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveSecondaryFireRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveSecondaryFireRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
viveDockingRoleSystemType = viveDockingRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (viveDockingRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (viveDockingRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
|
|||
|
// Avoid Enum conversion in Update event
|
|||
|
// Assume +ve and -ve must always be the same type (Axis or Button)
|
|||
|
|
|||
|
if (viveHorizontalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positiveHorizontalInputCtrlAxisVive = (ControllerAxis)positiveHorizontalInputCtrlVive;
|
|||
|
negativeHorizontalInputCtrlAxisVive = (ControllerAxis)negativeHorizontalInputCtrlVive;
|
|||
|
positiveHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (viveHorizontalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positiveHorizontalInputCtrlBtnVive = (ControllerButton)positiveHorizontalInputCtrlVive;
|
|||
|
negativeHorizontalInputCtrlBtnVive = (ControllerButton)negativeHorizontalInputCtrlVive;
|
|||
|
positiveHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positiveHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeHorizontalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positiveHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeHorizontalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
if (viveVerticalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positiveVerticalInputCtrlAxisVive = (ControllerAxis)positiveVerticalInputCtrlVive;
|
|||
|
negativeVerticalInputCtrlAxisVive = (ControllerAxis)negativeVerticalInputCtrlVive;
|
|||
|
positiveVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (viveVerticalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positiveVerticalInputCtrlBtnVive = (ControllerButton)positiveVerticalInputCtrlVive;
|
|||
|
negativeVerticalInputCtrlBtnVive = (ControllerButton)negativeVerticalInputCtrlVive;
|
|||
|
positiveVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positiveVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeVerticalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positiveVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeVerticalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
if (viveLongitudinalInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positiveLongitudinalInputCtrlAxisVive = (ControllerAxis)positiveLongitudinalInputCtrlVive;
|
|||
|
negativeLongitudinalInputCtrlAxisVive = (ControllerAxis)negativeLongitudinalInputCtrlVive;
|
|||
|
positiveLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (viveLongitudinalInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positiveLongitudinalInputCtrlBtnVive = (ControllerButton)positiveLongitudinalInputCtrlVive;
|
|||
|
negativeLongitudinalInputCtrlBtnVive = (ControllerButton)negativeLongitudinalInputCtrlVive;
|
|||
|
positiveLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positiveLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeLongitudinalInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positiveLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeLongitudinalInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
if (vivePitchInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positivePitchInputCtrlAxisVive = (ControllerAxis)positivePitchInputCtrlVive;
|
|||
|
negativePitchInputCtrlAxisVive = (ControllerAxis)negativePitchInputCtrlVive;
|
|||
|
positivePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (vivePitchInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positivePitchInputCtrlBtnVive = (ControllerButton)positivePitchInputCtrlVive;
|
|||
|
negativePitchInputCtrlBtnVive = (ControllerButton)negativePitchInputCtrlVive;
|
|||
|
positivePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positivePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativePitchInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positivePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativePitchInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
if (viveYawInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positiveYawInputCtrlAxisVive = (ControllerAxis)positiveYawInputCtrlVive;
|
|||
|
negativeYawInputCtrlAxisVive = (ControllerAxis)negativeYawInputCtrlVive;
|
|||
|
positiveYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (viveYawInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positiveYawInputCtrlBtnVive = (ControllerButton)positiveYawInputCtrlVive;
|
|||
|
negativeYawInputCtrlBtnVive = (ControllerButton)negativeYawInputCtrlVive;
|
|||
|
positiveYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positiveYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeYawInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positiveYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeYawInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
if (viveRollInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
positiveRollInputCtrlAxisVive = (ControllerAxis)positiveRollInputCtrlVive;
|
|||
|
negativeRollInputCtrlAxisVive = (ControllerAxis)negativeRollInputCtrlVive;
|
|||
|
positiveRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (viveRollInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
positiveRollInputCtrlBtnVive = (ControllerButton)positiveRollInputCtrlVive;
|
|||
|
negativeRollInputCtrlBtnVive = (ControllerButton)negativeRollInputCtrlVive;
|
|||
|
positiveRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
positiveRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
negativeRollInputCtrlAxisVive = ControllerAxis.None;
|
|||
|
positiveRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
negativeRollInputCtrlBtnVive = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
// Primary and Secondary Fire and Docking will always be buttons
|
|||
|
primaryFireInputCtrlBtnVive = (ControllerButton)primaryFireInputCtrlVive;
|
|||
|
secondaryFireInputCtrlBtnVive = (ControllerButton)secondaryFireInputCtrlVive;
|
|||
|
dockingInputCtrlBtnVive = (ControllerButton)dockingInputCtrlVive;
|
|||
|
|
|||
|
int numCPI = customPlayerInputList == null ? 0 : customPlayerInputList.Count;
|
|||
|
|
|||
|
for (int cpiIdx = 0; cpiIdx < numCPI; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
if (customPlayerInput != null)
|
|||
|
{
|
|||
|
// Check for the known types
|
|||
|
customPlayerInput.viveRoleSystemType = customPlayerInput.viveRoleType == ViveRoleType.BodyRole ? typeof(BodyRole) : (customPlayerInput.viveRoleType == ViveRoleType.DeviceRole ? typeof(DeviceRole) : (customPlayerInput.viveRoleType == ViveRoleType.TrackerRole ? typeof(TrackerRole) : typeof(HandRole)));
|
|||
|
|
|||
|
// Avoid Enum conversion in Update event
|
|||
|
// Assume +ve and -ve must always be the same type (Axis or Button)
|
|||
|
if (customPlayerInput.viveInputType == ViveInputType.Axis)
|
|||
|
{
|
|||
|
customPlayerInput.vivePositiveInputCtrlAxis = (ControllerAxis)positiveYawInputCtrlVive;
|
|||
|
customPlayerInput.viveNegativeInputCtrlAxis = (ControllerAxis)negativeYawInputCtrlVive;
|
|||
|
customPlayerInput.vivePositiveInputCtrlBtn = ControllerButton.None;
|
|||
|
customPlayerInput.viveNegativeInputCtrlBtn = ControllerButton.None;
|
|||
|
}
|
|||
|
else if (customPlayerInput.viveInputType == ViveInputType.Button)
|
|||
|
{
|
|||
|
customPlayerInput.vivePositiveInputCtrlBtn = (ControllerButton)positiveYawInputCtrlVive;
|
|||
|
customPlayerInput.viveNegativeInputCtrlBtn = (ControllerButton)negativeYawInputCtrlVive;
|
|||
|
customPlayerInput.vivePositiveInputCtrlAxis = ControllerAxis.None;
|
|||
|
customPlayerInput.viveNegativeInputCtrlAxis = ControllerAxis.None;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
customPlayerInput.vivePositiveInputCtrlAxis = ControllerAxis.None;
|
|||
|
customPlayerInput.viveNegativeInputCtrlAxis = ControllerAxis.None;
|
|||
|
customPlayerInput.vivePositiveInputCtrlBtn = ControllerButton.None;
|
|||
|
customPlayerInput.viveNegativeInputCtrlBtn = ControllerButton.None;
|
|||
|
}
|
|||
|
|
|||
|
customPlayerInput.lastInputValueX = 0f;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Rumble Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Set the rumble / vibration / force feedback amount on the current
|
|||
|
/// device. Currently only applies to Unity Input System and Rewired.
|
|||
|
/// </summary>
|
|||
|
/// <param name="rumbleAmount"></param>
|
|||
|
public void SetRumble(float rumbleAmount)
|
|||
|
{
|
|||
|
// Clamp 0.0 - 1.0
|
|||
|
float actualRumbleAmount = rumbleAmount < 0f ? 0f : rumbleAmount > 1f ? 1f : rumbleAmount;
|
|||
|
|
|||
|
try
|
|||
|
{
|
|||
|
if (inputMode == InputMode.UnityInputSystem)
|
|||
|
{
|
|||
|
#if SSC_UIS
|
|||
|
/// TODO - check for device assigned to this player ship
|
|||
|
if (UnityEngine.InputSystem.Gamepad.current != null)
|
|||
|
{
|
|||
|
UnityEngine.InputSystem.Gamepad.current.SetMotorSpeeds(actualRumbleAmount * maxRumble1, actualRumbleAmount * maxRumble2);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (inputMode == InputMode.Rewired)
|
|||
|
{
|
|||
|
#if SSC_REWIRED
|
|||
|
if (rewiredPlayer != null && rewiredPlayer.controllers.joystickCount > 0)
|
|||
|
{
|
|||
|
float rumble1Amount = actualRumbleAmount * maxRumble1;
|
|||
|
float rumble2Amount = actualRumbleAmount * maxRumble2;
|
|||
|
|
|||
|
if (rumble1Amount > 0.01f || rumble2Amount > 0.01f)
|
|||
|
{
|
|||
|
// Set the motor values to be proportional to the maximum specified
|
|||
|
rewiredPlayer.controllers.Joysticks[0].SetVibration(0, rumble1Amount);
|
|||
|
rewiredPlayer.controllers.Joysticks[0].SetVibration(1, rumble2Amount);
|
|||
|
}
|
|||
|
else { rewiredPlayer.controllers.Joysticks[0].StopVibration(); }
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// keep compiler happy but do nothing
|
|||
|
if (actualRumbleAmount > 0f) { }
|
|||
|
}
|
|||
|
}
|
|||
|
catch (System.Exception ex)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: SetRumble - something went wrong. " + ex.Message);
|
|||
|
#else
|
|||
|
if (ex != null) { }
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This should be called if you change maxRumble1 or maxRumble2 at runtime.
|
|||
|
/// </summary>
|
|||
|
public void ReinitialiseRumble()
|
|||
|
{
|
|||
|
if (shipControlModule != null)
|
|||
|
{
|
|||
|
// Is rumble enabled and within acceptable values?
|
|||
|
if ((maxRumble1 > 0f || maxRumble2 > 0f) && maxRumble1 <= 1f && maxRumble2 <= 1f)
|
|||
|
{
|
|||
|
shipControlModule.callbackOnRumble = SetRumble;
|
|||
|
}
|
|||
|
else { shipControlModule.callbackOnRumble = null; }
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API XR Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to disable the XR Camera. Has no effect if UnityXR is not configured.
|
|||
|
/// </summary>
|
|||
|
public void DisableXRCamera()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
EnableOrDisableXRCamera(false);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to disable the XR Hands. Has no effect if UnityXR is not configured.
|
|||
|
/// </summary>
|
|||
|
public void DisableXRHands()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
EnableOrDisableXRHands(false);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable the XR Camera. Has no effect if UnityXR is not configured.
|
|||
|
/// </summary>
|
|||
|
public void EnableXRCamera()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
EnableOrDisableXRCamera(true);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable the XR Hands. Has no effect if UnityXR is not configured.
|
|||
|
/// </summary>
|
|||
|
public void EnableXRHands()
|
|||
|
{
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
EnableOrDisableXRHands(true);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#if SCSM_XR && SSC_UIS
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get the Unity Input System InputActionAsset scriptableobject for XR
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
public UnityEngine.InputSystem.InputActionAsset GetXRInputActionAsset()
|
|||
|
{
|
|||
|
return inputActionAssetXR;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Set the XR camera which will be rotated by the Tracked Pose Driver.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newCamera"></param>
|
|||
|
/// <param name="cameraTrfm"></param>
|
|||
|
/// <param name="isAutoEnable"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public bool SetXRFirstPersonCamera1 (Camera newCamera, Transform cameraTrfm, bool isAutoEnable)
|
|||
|
{
|
|||
|
bool isSuccessful = false;
|
|||
|
|
|||
|
if (newCamera == null || cameraTrfm == null)
|
|||
|
{
|
|||
|
firstPersonCamera1XR = null;
|
|||
|
firstPersonTransform1XR = null;
|
|||
|
}
|
|||
|
// Ensure camera is a child of the PlayerInputModule (and ShipControlModule) and the camera is on the transform being passed in.
|
|||
|
else if (cameraTrfm.IsChildOf(transform) && newCamera.transform.GetInstanceID() == cameraTrfm.GetInstanceID())
|
|||
|
{
|
|||
|
firstPersonCamera1XR = newCamera;
|
|||
|
firstPersonTransform1XR = cameraTrfm;
|
|||
|
|
|||
|
firstPersonCamera1XR.enabled = isAutoEnable;
|
|||
|
}
|
|||
|
|
|||
|
return isSuccessful;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Used at runtime to convert string unique identifiers for actions (GUIDs) into
|
|||
|
/// Unity Input System ActionInputs to avoid looking them up and incurring GC overhead each Update.
|
|||
|
/// If actions are modified at runtime, call this method.
|
|||
|
/// Has no effect if Unity Input System package is not installed.
|
|||
|
/// </summary>
|
|||
|
/// <param name="showErrors"></param>
|
|||
|
public void UpdateUnityXRActions (bool showErrors = false)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
string methodName = "PlayerInputModule.UpdateUnityXRActions";
|
|||
|
#endif
|
|||
|
|
|||
|
// Get the hashcodes for the Control Types that we support
|
|||
|
controlTypeButtonHashUIS = SSCMath.GetHashCode("Button");
|
|||
|
controlTypeAxisHashUIS = SSCMath.GetHashCode("Axis");
|
|||
|
// Dpad and Vector2 are equivalent
|
|||
|
controlTypeDpadHashUIS = SSCMath.GetHashCode("Dpad");
|
|||
|
controlTypeVector2HashUIS = SSCMath.GetHashCode("Vector2");
|
|||
|
controlTypeVector3HashUIS = SSCMath.GetHashCode("Vector3");
|
|||
|
|
|||
|
if (inputActionAssetXR != null)
|
|||
|
{
|
|||
|
int numCPI = customPlayerInputList == null ? 0 : customPlayerInputList.Count;
|
|||
|
|
|||
|
//UnityEngine.InputSystem.InputAction inputAction = null;
|
|||
|
|
|||
|
positiveHorizontalInputActionUIS = UISGetAction(inputActionAssetXR, positiveHorizontalInputActionMapIdXR, positiveHorizontalInputActionIdUIS);
|
|||
|
positiveVerticalInputActionUIS = UISGetAction(inputActionAssetXR, positiveVerticalInputActionMapIdXR, positiveVerticalInputActionIdUIS);
|
|||
|
positiveLongitudinalInputActionUIS = UISGetAction(inputActionAssetXR, positiveLongitudinalInputActionMapIdXR, positiveLongitudinalInputActionIdUIS);
|
|||
|
positivePitchInputActionUIS = UISGetAction(inputActionAssetXR, positivePitchInputActionMapIdXR, positivePitchInputActionIdUIS);
|
|||
|
positiveYawInputActionUIS = UISGetAction(inputActionAssetXR, positiveYawInputActionMapIdXR, positiveYawInputActionIdUIS);
|
|||
|
positiveRollInputActionUIS = UISGetAction(inputActionAssetXR, positiveRollInputActionMapIdXR, positiveRollInputActionIdUIS);
|
|||
|
primaryFireInputActionUIS = UISGetAction(inputActionAssetXR, primaryFireInputActionMapIdXR, primaryFireInputActionIdUIS);
|
|||
|
secondaryFireInputActionUIS = UISGetAction(inputActionAssetXR, secondaryFireInputActionMapIdXR, secondaryFireInputActionIdUIS);
|
|||
|
dockingInputActionUIS = UISGetAction(inputActionAssetXR, dockingInputActionMapIdXR, dockingInputActionIdUIS);
|
|||
|
|
|||
|
positiveHorizontalCtrlTypeHashUIS = positiveHorizontalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveHorizontalInputActionUIS.expectedControlType);
|
|||
|
positiveVerticalCtrlTypeHashUIS = positiveVerticalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveVerticalInputActionUIS.expectedControlType);
|
|||
|
positiveLongitudinalCtrlTypeHashUIS = positiveLongitudinalInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveLongitudinalInputActionUIS.expectedControlType);
|
|||
|
positivePitchCtrlTypeHashUIS = positivePitchInputActionUIS == null ? 0 : SSCMath.GetHashCode(positivePitchInputActionUIS.expectedControlType);
|
|||
|
positiveYawCtrlTypeHashUIS = positiveYawInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveYawInputActionUIS.expectedControlType);
|
|||
|
positiveRollCtrlTypeHashUIS = positiveRollInputActionUIS == null ? 0 : SSCMath.GetHashCode(positiveRollInputActionUIS.expectedControlType);
|
|||
|
primaryFireCtrlTypeHashUIS = primaryFireInputActionUIS == null ? 0 : SSCMath.GetHashCode(primaryFireInputActionUIS.expectedControlType);
|
|||
|
secondaryFireCtrlTypeHashUIS = secondaryFireInputActionUIS == null ? 0 : SSCMath.GetHashCode(secondaryFireInputActionUIS.expectedControlType);
|
|||
|
dockingCtrlTypeHashUIS = dockingInputActionUIS == null ? 0 : SSCMath.GetHashCode(dockingInputActionUIS.expectedControlType);
|
|||
|
|
|||
|
// Update all the Custom Player Inputs
|
|||
|
for (int cpiIdx = 0; cpiIdx < numCPI; cpiIdx++)
|
|||
|
{
|
|||
|
CustomPlayerInput customPlayerInput = customPlayerInputList[cpiIdx];
|
|||
|
if (customPlayerInput != null)
|
|||
|
{
|
|||
|
customPlayerInput.uisPositiveInputAction = UISGetAction(inputActionAssetXR, customPlayerInput.xrPositiveInputActionMapId, customPlayerInput.uisPositiveInputActionId);
|
|||
|
customPlayerInput.uisPositiveCtrlTypeHash = customPlayerInput.uisPositiveInputAction == null ? 0 : SSCMath.GetHashCode(customPlayerInput.uisPositiveInputAction.expectedControlType);
|
|||
|
customPlayerInput.lastInputValueX = 0f;
|
|||
|
customPlayerInput.lastInputValueY = 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#if UNITY_EDITOR
|
|||
|
else { if (showErrors) { Debug.LogWarning(methodName + " couldn't find inputActionAssetXR for " + this.name); } }
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API - AI Assist Methods
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enter Ship AI-assisted mode, then attempt docking.
|
|||
|
/// </summary>
|
|||
|
public void EnableAIDocking()
|
|||
|
{
|
|||
|
bool originalAIMode = isShipAIModeEnabled;
|
|||
|
|
|||
|
if (!isShipAIModeEnabled) { EnableOrDisableAIMode(true); }
|
|||
|
|
|||
|
// Is AI mode now enabled?
|
|||
|
if (isShipAIModeEnabled)
|
|||
|
{
|
|||
|
ShipDocking shipDocking = shipControlModule.GetShipDocking(false);
|
|||
|
|
|||
|
if (shipDocking != null)
|
|||
|
{
|
|||
|
int dockingStateInt = shipDocking.GetStateInt();
|
|||
|
|
|||
|
//Debug.Log("[DEBUG] EnableAIDocking T:" + Time.time);
|
|||
|
|
|||
|
// v1.2.3 add ability to dock when in undocking state
|
|||
|
if (dockingStateInt == ShipDocking.notDockedInt || dockingStateInt == ShipDocking.undockingInt)
|
|||
|
{
|
|||
|
shipDocking.SetState(ShipDocking.DockingState.Docking);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.EnableAIDocking - cannot enable AI Docking as " + gameObject.name + " is " + shipDocking.GetState().ToString() + ". It must be in the NotDocked or UnDocking state.");
|
|||
|
#endif
|
|||
|
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.EnableAIDocking - cannot enable AI Docking as Ship Docking component may not be attached to " + gameObject.name);
|
|||
|
#endif
|
|||
|
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enter Ship AI-assisted mode, then attempt undocking.
|
|||
|
/// </summary>
|
|||
|
public void EnableAIUndocking()
|
|||
|
{
|
|||
|
bool originalAIMode = isShipAIModeEnabled;
|
|||
|
|
|||
|
if (!isShipAIModeEnabled) { EnableOrDisableAIMode(true); }
|
|||
|
|
|||
|
// Is AI mode now enabled?
|
|||
|
if (isShipAIModeEnabled)
|
|||
|
{
|
|||
|
ShipDocking shipDocking = shipControlModule.GetShipDocking(false);
|
|||
|
|
|||
|
if (shipDocking != null)
|
|||
|
{
|
|||
|
int dockingStateInt = shipDocking.GetStateInt();
|
|||
|
|
|||
|
//Debug.Log("[DEBUG] EnableAIUndocking T:" + Time.time);
|
|||
|
|
|||
|
// v1.2.3 add ability to undock when in docking state
|
|||
|
if (dockingStateInt == ShipDocking.dockedInt || dockingStateInt == ShipDocking.dockingInt)
|
|||
|
{
|
|||
|
shipDocking.SetState(ShipDocking.DockingState.Undocking);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.EnableAIUnDocking - cannot enable AI Undocking as " + gameObject.name + " is " + shipDocking.GetState().ToString() + ". It must be in the Docked or Docking state.");
|
|||
|
#endif
|
|||
|
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.EnableAIDocking - cannot enable AI Docking as Ship Docking component may not be attached to " + gameObject.name);
|
|||
|
#endif
|
|||
|
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to disable AI control mode. This requires a Ship AI Input Module to also be attached
|
|||
|
/// to the player ship. After calling this method, check if it was successful with the
|
|||
|
/// IsShipAIModeEnabled property.
|
|||
|
/// </summary>
|
|||
|
public void DisableAIMode()
|
|||
|
{
|
|||
|
EnableOrDisableAIMode(false);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable AI control mode. This requires a Ship AI Input Module to also be attached
|
|||
|
/// to the player ship. After calling this method, check if it was successful with the
|
|||
|
/// IsShipAIModeEnabled property.
|
|||
|
/// </summary>
|
|||
|
public void EnableAIMode()
|
|||
|
{
|
|||
|
EnableOrDisableAIMode(true);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to switch between Player and AI control or vis versa.
|
|||
|
/// If the mode is changed during this method, we can assume that the Ship AI Input Module
|
|||
|
/// component is present and initialised.
|
|||
|
/// </summary>
|
|||
|
public void ToggleAIMode()
|
|||
|
{
|
|||
|
EnableOrDisableAIMode(!isShipAIModeEnabled);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Currently in Technical Preview
|
|||
|
/// Attempt to enter Ship AI-assisted mode, then attempt docking or undocking depending upon the current DockignState.
|
|||
|
/// </summary>
|
|||
|
public void ToggleAIDocking()
|
|||
|
{
|
|||
|
bool originalAIMode = isShipAIModeEnabled;
|
|||
|
|
|||
|
if (!isShipAIModeEnabled) { EnableOrDisableAIMode(true); }
|
|||
|
|
|||
|
// Is AI mode now enabled?
|
|||
|
if (isShipAIModeEnabled)
|
|||
|
{
|
|||
|
ShipDocking shipDocking = shipControlModule.GetShipDocking(false);
|
|||
|
|
|||
|
if (shipDocking != null)
|
|||
|
{
|
|||
|
int currentDockingState = shipDocking.GetStateInt();
|
|||
|
|
|||
|
if (currentDockingState == ShipDocking.dockedInt)
|
|||
|
{
|
|||
|
shipDocking.SetState(ShipDocking.DockingState.Undocking);
|
|||
|
}
|
|||
|
else if (currentDockingState == ShipDocking.notDockedInt)
|
|||
|
{
|
|||
|
shipDocking.SetState(ShipDocking.DockingState.Docking);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ERROR: PlayerInputModule.ToggleAIDocking - cannot toggle AI Docking as Ship Docking component may not be attached to " + gameObject.name);
|
|||
|
#endif
|
|||
|
|
|||
|
// Attempt to restore original AI Mode
|
|||
|
if (!originalAIMode) { EnableOrDisableAIMode(false); }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|
|||
|
|