rabidus-test/Assets/SCSM/SciFiShipController/Scripts/Control/PlayerInputModule.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if VIU_PLUGIN
using HTC.UnityPlugin.Vive;
#endif
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
[AddComponentMenu("Sci-Fi Ship Controller/Ship Components/Player Input Module")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
[RequireComponent(typeof(ShipControlModule))]
[DisallowMultipleComponent]
public class PlayerInputModule : MonoBehaviour
{
#region Enumerations
public enum InputMode
{
DirectKeyboard = 0,
LegacyUnity = 10,
UnityInputSystem = 20,
OculusAPI = 23,
Rewired = 30,
Vive = 80,
UnityXR = 85
}
public enum InputAxisMode
{
NoInput = 0,
SingleAxis = 10,
CombinedAxis = 20
}
public enum OculusInputType
{
Button = 0,
Axis1D = 1,
Axis2D = 2,
Pose = 3
}
public enum ViveInputType
{
Button = 0,
Axis = 1,
Pose = 2
}
// Vive defines each of these as enums.
// e.g. BodyRole is an enumeration, DeviceRole is an enumeration etc.
public enum ViveRoleType
{
BodyRole = 0,
DeviceRole = 1,
HandRole = 2,
TrackerRole = 3
}
// Typically used with a Head Mounted Display (HMD)
public enum VRPoseRotation
{
RotationX = 0,
RotationY = 1,
RotationZ = 2
}
#endregion
#region Public Properties
/// <summary>
/// Gets a reference to the input being set from the PlayerInputModule to the ShipControlMode
/// </summary>
public ShipInput GetShipInput { get { return shipInput; } }
/// <summary>
/// Get a reference to the ShipControlModule that this PlayerInputModule will send input data to.
/// </summary>
public ShipControlModule GetShipControlModule { get { return shipControlModule; } }
/// <summary>
/// Is the Player Input Module initialised and ready for use?
/// </summary>
public bool IsInitialised { get; private set; }
/// <summary>
/// Is the PlayerInputModule currently enabled to send input to the ship?
/// See EnableInput() and DisableInput(..)
/// </summary>
public bool IsInputEnabled { get { return isInputEnabled; } }
/// <summary>
/// Is all input except CustomerPlayerInputs ignored?
/// See EnableInput() and DisableInput(..)
/// </summary>
public bool IsCustomPlayerInputOnlyEnabled { get { return isCustomPlayerInputsOnlyEnabled; } }
/// <summary>
/// Is the ship currently getting movement input from the ShipAIInputModule rather than PlayerInputModule?
/// </summary>
public bool IsShipAIModeEnabled { get { return isShipAIModeEnabled; } }
#endregion
#region Public Variables and properties
public InputMode inputMode = InputMode.DirectKeyboard;
/// <summary>
/// The ship will attempt to maintain the same forward speed based on the last player longitudinal input [Default: OFF]
/// </summary>
public bool isAutoCruiseEnabled = false;
/// <summary>
/// If enabled, Initialise() will be called as soon as Awake() runs. This should be disabled if you want to control
/// when the Player Input Module is enabled through code. You can also use with EnableInput().
/// </summary>
public bool initialiseOnAwake = true;
/// <summary>
/// Is input enabled when the module is first initialised? See also EnableInput() and DisableInput().
/// </summary>
public bool isEnabledOnInitialise = true;
/// <summary>
/// Are only the custom player inputs enabled when the module is first initialised? See also DisableInput(..).
/// </summary>
public bool isCustomInputsOnlyOnInitialise = false;
/// <summary>
/// [INTERNAL ONLY]
/// </summary>
public bool allowRepaint = false;
#region Direct Keyboard Input
public KeyCode horizontalInputPositiveKeycode = KeyCode.None;
public KeyCode horizontalInputNegativeKeycode = KeyCode.None;
public KeyCode verticalInputPositiveKeycode = KeyCode.None;
public KeyCode verticalInputNegativeKeycode = KeyCode.None;
public KeyCode longitudinalInputPositiveKeycode = KeyCode.UpArrow;
public KeyCode longitudinalInputNegativeKeycode = KeyCode.DownArrow;
public KeyCode pitchInputPositiveKeycode = KeyCode.W;
public KeyCode pitchInputNegativeKeycode = KeyCode.S;
public KeyCode yawInputPositiveKeycode = KeyCode.D;
public KeyCode yawInputNegativeKeycode = KeyCode.A;
public KeyCode rollInputPositiveKeycode = KeyCode.RightArrow;
public KeyCode rollInputNegativeKeycode = KeyCode.LeftArrow;
public KeyCode primaryFireKeycode = KeyCode.Mouse0;
public KeyCode secondaryFireKeycode = KeyCode.Mouse1;
public KeyCode dockingKeycode = KeyCode.None;
public bool isMouseForPitchEnabledDKI = false;
public bool isMouseForYawEnabledDKI = false;
// Currently only used with Mouse
[Range(0.1f, 1.0f)] public float pitchSensitivityDKI = 0.5f;
[Range(0.1f, 1.0f)] public float yawSensitivityDKI = 0.5f;
[Range(0f, 0.25f)] public float pitchDeadzoneDKI = 0.0125f;
[Range(0f, 0.25f)] public float yawDeadzoneDKI = 0.01f;
#endregion
#region Common input variables
public InputAxisMode horizontalInputAxisMode = InputAxisMode.NoInput;
public InputAxisMode verticalInputAxisMode = InputAxisMode.NoInput;
public InputAxisMode longitudinalInputAxisMode = InputAxisMode.SingleAxis;
public InputAxisMode pitchInputAxisMode = InputAxisMode.SingleAxis;
public InputAxisMode yawInputAxisMode = InputAxisMode.SingleAxis;
public InputAxisMode rollInputAxisMode = InputAxisMode.SingleAxis;
// Used with Occulus, Vive, Rewired, Unity Input System
public bool primaryFireButtonEnabled = false;
public bool secondaryFireButtonEnabled = false;
public bool dockingButtonEnabled = false;
/// <summary>
/// Used for force feedback or vibration. Typically there are 2 motors on a gamepad.
/// This value is used for the left low frequency motor when present.
/// Call ReinitialiseRumble() after changing this value at runtime.
/// </summary>
[Range(0f,1f)] public float maxRumble1 = 0f;
/// <summary>
/// Used for force feedback or vibration. Typically there are 2 motors on a gamepad.
/// This value is used for the right high frequency motor when present.
/// Call ReinitialiseRumble() after changing this value at runtime.
/// </summary>
[Range(0f,1f)] public float maxRumble2 = 0f;
#endregion
#region Common input sensitivity variables
public bool isSensitivityForHorizontalEnabled = false;
public bool isSensitivityForVerticalEnabled = false;
public bool isSensitivityForLongitudinalEnabled = false;
public bool isSensitivityForPitchEnabled = false;
public bool isSensitivityForYawEnabled = false;
public bool isSensitivityForRollEnabled = false;
[Range(0.01f, 10f)] public float horizontalAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float verticalAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float longitudinalAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float pitchAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float yawAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float rollAxisSensitivity = 3f;
[Range(0.01f, 10f)] public float horizontalAxisGravity = 3f;
[Range(0.01f, 10f)] public float verticalAxisGravity = 3f;
[Range(0.01f, 10f)] public float longitudinalAxisGravity = 3f;
[Range(0.01f, 10f)] public float pitchAxisGravity = 3f;
[Range(0.01f, 10f)] public float yawAxisGravity = 3f;
[Range(0.01f, 10f)] public float rollAxisGravity = 3f;
#endregion
#region Common Input Invert variables
public bool invertHorizontalInputAxis = false;
public bool invertVerticalInputAxis = false;
public bool invertLongitudinalInputAxis = false;
public bool invertPitchInputAxis = false;
public bool invertYawInputAxis = false;
public bool invertRollInputAxis = false;
#endregion
#region Common Data Discard variables (Advanced)
/// <summary>
/// Should we use or discard data from the horizontal axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isHorizontalDataDiscarded;
/// <summary>
/// Should we use or discard data from the vertical axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isVerticalDataDiscarded;
/// <summary>
/// Should we use or discard data from the longitudinal axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isLongitudinalDataDiscarded;
/// <summary>
/// Should we use or discard data from the pitch axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isPitchDataDiscarded;
/// <summary>
/// Should we use or discard data from the yaw axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isYawDataDiscarded;
/// <summary>
/// Should we use or discard data from the roll axis?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isRollDataDiscarded;
/// <summary>
/// Should we use or discard data from the primaryFire button?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isPrimaryFireDataDiscarded;
/// <summary>
/// Should we use or discard data from the secondaryFire button?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isSecondaryFireDataDiscarded;
/// <summary>
/// Should we use or discard data from the dock button?
/// Call ReinitialiseDiscardData() after modifying this at runtime.
/// </summary>
public bool isDockDataDiscarded;
#endregion
#region Legacy Unity Input System
public string positiveHorizontalInputAxisName = "Horizontal";
public string negativeHorizontalInputAxisName = "Horizontal";
public string positiveVerticalInputAxisName = "Vertical";
public string negativeVerticalInputAxisName = "Vertical";
public string positiveLongitudinalInputAxisName = "Vertical";
public string negativeLongitudinalInputAxisName = "Vertical";
public string positivePitchInputAxisName = "Vertical";
public string negativePitchInputAxisName = "Vertical";
public string positiveYawInputAxisName = "Horizontal";
public string negativeYawInputAxisName = "Horizontal";
public string positiveRollInputAxisName = "Horizontal";
public string negativeRollInputAxisName = "Horizontal";
public string primaryFireInputAxisName = "Fire1";
public string secondaryFireInputAxisName = "Fire2";
public string dockingInputAxisName = "Dock";
public bool isPositiveHorizontalInputAxisValid = true;
public bool isNegativeHorizontalInputAxisValid = true;
public bool isPositiveVerticalInputAxisValid = true;
public bool isNegativeVerticalInputAxisValid = true;
public bool isPositiveLongitudinalInputAxisValid = true;
public bool isNegativeLongitudinalInputAxisValid = true;
public bool isPositivePitchInputAxisValid = true;
public bool isNegativePitchInputAxisValid = true;
public bool isPositiveYawInputAxisValid = true;
public bool isNegativeYawInputAxisValid = true;
public bool isPositiveRollInputAxisValid = true;
public bool isNegativeRollInputAxisValid = true;
public bool isPrimaryFireInputAxisValid = true;
public bool isSecondaryFireInputAxisValid = true;
public bool isDockingInputAxisValid = true;
public bool isMouseForPitchEnabledLIS = false;
public bool isMouseForYawEnabledLIS = false;
// Currently only used with Mouse
[Range(0.1f, 1.0f)] public float pitchSensitivityLIS = 0.5f;
[Range(0.1f, 1.0f)] public float yawSensitivityLIS = 0.5f;
[Range(0f, 0.25f)] public float pitchDeadzoneLIS = 0.05f;
[Range(0f, 0.25f)] public float yawDeadzoneLIS = 0.05f;
#endregion
#region Oculus OVR API input
public bool isOVRInputUpdatedIfRequired = false;
/// <summary>
/// Oculus API Input Type 0 = Button, 1 = Axis1D, 2 = Axis2D
/// </summary>
public OculusInputType ovrHorizontalInputType = OculusInputType.Axis1D;
public OculusInputType ovrVerticalInputType = OculusInputType.Axis1D;
public OculusInputType ovrLongitudinalInputType = OculusInputType.Axis1D;
public OculusInputType ovrPitchInputType = OculusInputType.Axis1D;
public OculusInputType ovrYawInputType = OculusInputType.Axis1D;
public OculusInputType ovrRollInputType = OculusInputType.Axis1D;
// primary and secondary fire and docking will always be Button input type.
// Store as Int so can be included when OVR is not installed (0 = None in OVRInput)
public int positiveHorizontalInputOVR = 0;
public int negativeHorizontalInputOVR = 0;
public int positiveVerticalInputOVR = 0;
public int negativeVerticalInputOVR = 0;
public int positiveLongitudinalInputOVR = 0;
public int negativeLongitudinalInputOVR = 0;
public int positivePitchInputOVR = 0;
public int negativePitchInputOVR = 0;
public int positiveYawInputOVR = 0;
public int negativeYawInputOVR = 0;
public int positiveRollInputOVR = 0;
public int negativeRollInputOVR = 0;
public int primaryFireInputOVR = 0;
public int secondaryFireInputOVR = 0;
public int dockingInputOVR = 0;
#endregion
#region Unity Input System
// Unity Input System stores actionId internally as string rather than System.Guid
// We don't require positive and negative as Input System supports Composite Bindings
public string positiveHorizontalInputActionIdUIS = "";
public string positiveVerticalInputActionIdUIS = "";
public string positiveLongitudinalInputActionIdUIS = "";
public string positivePitchInputActionIdUIS = "";
public string positiveYawInputActionIdUIS = "";
public string positiveRollInputActionIdUIS = "";
public string primaryFireInputActionIdUIS = "";
public string secondaryFireInputActionIdUIS = "";
public string dockingInputActionIdUIS = "";
// quit is a special action that is added with Add Quit onscreen controls
public string quitInputActionIdUIS = "QuitApp";
// An Action can return a Control Type with or or more values.
// e.g. bool, float, Vector2, Vector3. The SSC zero-based DataSlot indicates which value to use.
// For composite bindings e.g. 2DVector/Dpad, the slot matches the axis.
// Left/Right = x-axis = slot 1, Up/Down = y-axis = slot 2.
public int positiveHorizontalInputActionDataSlotUIS = 0;
public int positiveVerticalInputActionDataSlotUIS = 0;
public int positiveLongitudinalInputActionDataSlotUIS = 0;
public int positivePitchInputActionDataSlotUIS = 0;
public int positiveYawInputActionDataSlotUIS = 0;
public int positiveRollInputActionDataSlotUIS = 0;
public int primaryFireInputActionDataSlotUIS = 0;
public int secondaryFireInputActionDataSlotUIS = 0;
public int dockingInputActionDataSlotUIS = 0;
public bool isMouseForPitchEnabledUIS = false;
public bool isMouseForYawEnabledUIS = false;
// Currently only used with Mouse
[Range(0.1f, 1.0f)] public float pitchSensitivityUIS = 0.5f;
[Range(0.1f, 1.0f)] public float yawSensitivityUIS = 0.5f;
[Range(0f, 0.25f)] public float pitchDeadzoneUIS = 0.05f;
[Range(0f, 0.25f)] public float yawDeadzoneUIS = 0.05f;
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
}
}