292 lines
11 KiB
C#
292 lines
11 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.EventSystems;
|
|
using UnityEngine.InputSystem;
|
|
using UnityEngine.UI;
|
|
|
|
namespace BNG {
|
|
|
|
public class VRUISystem : BaseInputModule {
|
|
|
|
[Header("XR Controller Options : ")]
|
|
[Tooltip("This setting determines if LeftPointerTransform or RightPointerTransform will be used as a forward vector for World Space UI events")]
|
|
public ControllerHand SelectedHand = ControllerHand.Right;
|
|
|
|
[Tooltip("A transform on the left controller to use when raycasting for world space UI events")]
|
|
public Transform LeftPointerTransform;
|
|
|
|
[Tooltip("A transform on the right controller to use when raycasting for world space UI events")]
|
|
public Transform RightPointerTransform;
|
|
|
|
[Tooltip("Controller Binding to use for input down, up, etc.")]
|
|
public List<ControllerBinding> ControllerInput = new List<ControllerBinding>() { ControllerBinding.RightTrigger };
|
|
|
|
[Tooltip("Unity Input Action used to simulate a click or touch event")]
|
|
public InputActionReference UIInputAction;
|
|
|
|
[Tooltip("If true a PhysicsRaycaster component will be added to the UI camera, allowing physical objects to use IPointer events such as OnPointClick, OnPointEnter, etc.")]
|
|
public bool AddPhysicsRaycaster = false;
|
|
|
|
public LayerMask PhysicsRaycasterEventMask;
|
|
|
|
[Tooltip("If true the Right Thumbstick will send scroll events to the UI")]
|
|
public bool RightThumbstickScroll = true;
|
|
|
|
[Header("Shown for Debug : ")]
|
|
public GameObject PressingObject;
|
|
public GameObject DraggingObject;
|
|
public GameObject ReleasingObject;
|
|
|
|
public PointerEventData EventData { get; private set; }
|
|
|
|
Camera cameraCaster;
|
|
|
|
private GameObject _initialPressObject;
|
|
private bool _lastInputDown;
|
|
bool inputDown;
|
|
|
|
private static VRUISystem _instance;
|
|
public static VRUISystem Instance {
|
|
get {
|
|
if (_instance == null) {
|
|
_instance = GameObject.FindObjectOfType<VRUISystem>();
|
|
|
|
if (_instance == null) {
|
|
// Check for existing event system
|
|
EventSystem eventSystem = EventSystem.current;
|
|
if(eventSystem == null) {
|
|
eventSystem = new GameObject("EventSystem").AddComponent<EventSystem>(); ;
|
|
}
|
|
|
|
_instance = eventSystem.gameObject.AddComponent<VRUISystem>();
|
|
}
|
|
}
|
|
|
|
return _instance;
|
|
}
|
|
}
|
|
|
|
protected override void Awake() {
|
|
|
|
UpdateControllerHand(SelectedHand);
|
|
|
|
EventData = new PointerEventData(eventSystem);
|
|
EventData.position = new Vector2(cameraCaster.pixelWidth / 2, cameraCaster.pixelHeight / 2);
|
|
|
|
AssignCameraToAllCanvases(cameraCaster);
|
|
}
|
|
|
|
void init() {
|
|
if(cameraCaster == null) {
|
|
|
|
// Create the camera required for the caster.
|
|
// We can reduce the fov and disable the camera component for performance
|
|
var go = new GameObject("CameraCaster");
|
|
cameraCaster = go.AddComponent<Camera>();
|
|
cameraCaster.stereoTargetEye = StereoTargetEyeMask.None;
|
|
cameraCaster.fieldOfView = 5f;
|
|
cameraCaster.nearClipPlane = 0.01f;
|
|
cameraCaster.clearFlags = CameraClearFlags.Nothing;
|
|
cameraCaster.enabled = false;
|
|
|
|
// Add PhysicsRaycaster so other objects can subscribe to IPointer events
|
|
if(AddPhysicsRaycaster) {
|
|
var pr = go.AddComponent<PhysicsRaycaster>();
|
|
pr.eventMask = PhysicsRaycasterEventMask;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Process() {
|
|
|
|
// Input isn't ready if this Camera Caster's gameObject isn't active
|
|
if (EventData == null || !CameraCasterReady()) {
|
|
return;
|
|
}
|
|
|
|
if (cameraCaster == null)
|
|
return;
|
|
|
|
EventData.position = new Vector2(cameraCaster.pixelWidth / 2, cameraCaster.pixelHeight / 2);
|
|
|
|
eventSystem.RaycastAll(EventData, m_RaycastResultCache);
|
|
|
|
EventData.pointerCurrentRaycast = FindFirstRaycast(m_RaycastResultCache);
|
|
m_RaycastResultCache.Clear();
|
|
|
|
// Handle Hover
|
|
HandlePointerExitAndEnter(EventData, EventData.pointerCurrentRaycast.gameObject);
|
|
|
|
// Handle Drag
|
|
ExecuteEvents.Execute(EventData.pointerDrag, EventData, ExecuteEvents.dragHandler);
|
|
|
|
// Handle scroll
|
|
if(RightThumbstickScroll) {
|
|
EventData.scrollDelta = InputBridge.Instance.RightThumbstickAxis;
|
|
if (!Mathf.Approximately(EventData.scrollDelta.sqrMagnitude, 0)) {
|
|
ExecuteEvents.Execute(ExecuteEvents.GetEventHandler<IScrollHandler>(EventData.pointerCurrentRaycast.gameObject), EventData, ExecuteEvents.scrollHandler);
|
|
}
|
|
}
|
|
|
|
// Press Events
|
|
inputDown = InputReady();
|
|
|
|
// On Trigger Down > TriggerDownValue this frame but not last
|
|
if (inputDown && _lastInputDown == false) {
|
|
PressDown();
|
|
}
|
|
// On Held Down
|
|
else if(inputDown) {
|
|
Press();
|
|
}
|
|
// On Release
|
|
else {
|
|
Release();
|
|
}
|
|
|
|
_lastInputDown = inputDown;
|
|
}
|
|
|
|
public virtual bool InputReady() {
|
|
|
|
// Input isn't ready if this Camera Caster's gameObject isn't active
|
|
if(!CameraCasterReady()) {
|
|
return false;
|
|
}
|
|
|
|
// Check Unity Action
|
|
if (UIInputAction != null && UIInputAction.action.ReadValue<float>() == 1f) {
|
|
return true;
|
|
}
|
|
|
|
// Check for bound controller button
|
|
for (int x = 0; x < ControllerInput.Count; x++) {
|
|
if (InputBridge.Instance.GetControllerBindingValue(ControllerInput[x])) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Returns true if we have a camera caster enabled and ready to send out data
|
|
/// Returns false if the camera caster is null or it's gameobject is disabled
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public virtual bool CameraCasterReady() {
|
|
if (cameraCaster != null && !cameraCaster.gameObject.activeInHierarchy) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public virtual void PressDown() {
|
|
EventData.pointerPressRaycast = EventData.pointerCurrentRaycast;
|
|
|
|
// Deselect if selection changed
|
|
if(_initialPressObject != null) {
|
|
// ExecuteEvents.Execute(_initialPressObject, EventData, ExecuteEvents.deselectHandler);
|
|
_initialPressObject = null;
|
|
}
|
|
|
|
_initialPressObject = ExecuteEvents.GetEventHandler<IPointerClickHandler>(EventData.pointerPressRaycast.gameObject);
|
|
|
|
// Set Press Objects and Events
|
|
SetPressingObject(_initialPressObject);
|
|
ExecuteEvents.Execute(EventData.pointerPress, EventData, ExecuteEvents.pointerDownHandler);
|
|
|
|
// Set Drag Objects and Events
|
|
SetDraggingObject(ExecuteEvents.GetEventHandler<IDragHandler>(EventData.pointerPressRaycast.gameObject));
|
|
ExecuteEvents.Execute(EventData.pointerDrag, EventData, ExecuteEvents.beginDragHandler);
|
|
}
|
|
|
|
public virtual void Press() {
|
|
EventData.pointerPressRaycast = EventData.pointerCurrentRaycast;
|
|
|
|
// Set Press Objects and Events
|
|
SetPressingObject(ExecuteEvents.GetEventHandler<IPointerClickHandler>(EventData.pointerPressRaycast.gameObject));
|
|
ExecuteEvents.Execute(EventData.pointerPress, EventData, ExecuteEvents.pointerDownHandler);
|
|
|
|
// Set Drag Objects and Events
|
|
SetDraggingObject(ExecuteEvents.GetEventHandler<IDragHandler>(EventData.pointerPressRaycast.gameObject));
|
|
ExecuteEvents.Execute(EventData.pointerDrag, EventData, ExecuteEvents.beginDragHandler);
|
|
}
|
|
|
|
public virtual void Release() {
|
|
|
|
SetReleasingObject(ExecuteEvents.GetEventHandler<IPointerClickHandler>(EventData.pointerCurrentRaycast.gameObject));
|
|
|
|
// Considered a click event if released after an initial click
|
|
if (EventData.pointerPress == ReleasingObject) {
|
|
ExecuteEvents.Execute(EventData.pointerPress, EventData, ExecuteEvents.pointerClickHandler);
|
|
}
|
|
|
|
ExecuteEvents.Execute(EventData.pointerPress, EventData, ExecuteEvents.pointerUpHandler);
|
|
ExecuteEvents.Execute(EventData.pointerDrag, EventData, ExecuteEvents.endDragHandler);
|
|
|
|
// Send deselect to
|
|
// ExecuteEvents.Execute(ReleasingObject, EventData, ExecuteEvents.deselectHandler);
|
|
|
|
ClearAll();
|
|
}
|
|
|
|
public virtual void ClearAll() {
|
|
SetPressingObject(null);
|
|
SetDraggingObject(null);
|
|
|
|
EventData.pointerCurrentRaycast.Clear();
|
|
}
|
|
|
|
public virtual void SetPressingObject(GameObject pressing) {
|
|
EventData.pointerPress = pressing;
|
|
PressingObject = pressing;
|
|
}
|
|
|
|
public virtual void SetDraggingObject(GameObject dragging) {
|
|
EventData.pointerDrag = dragging;
|
|
DraggingObject = dragging;
|
|
}
|
|
|
|
public virtual void SetReleasingObject(GameObject releasing) {
|
|
ReleasingObject = releasing;
|
|
}
|
|
|
|
public virtual void AssignCameraToAllCanvases(Camera cam) {
|
|
Canvas[] allCanvas = FindObjectsOfType<Canvas>();
|
|
for (int x = 0; x < allCanvas.Length; x++) {
|
|
AddCanvasToCamera(allCanvas[x], cam);
|
|
}
|
|
}
|
|
|
|
public virtual void AddCanvas(Canvas canvas) {
|
|
AddCanvasToCamera(canvas, cameraCaster);
|
|
}
|
|
|
|
public virtual void AddCanvasToCamera(Canvas canvas, Camera cam) {
|
|
canvas.worldCamera = cam;
|
|
}
|
|
|
|
public virtual void UpdateControllerHand(ControllerHand hand) {
|
|
|
|
// Make sure variables exist
|
|
init();
|
|
|
|
// Setup the Transform
|
|
if (hand == ControllerHand.Left && LeftPointerTransform != null) {
|
|
cameraCaster.transform.parent = LeftPointerTransform;
|
|
cameraCaster.transform.localPosition = Vector3.zero;
|
|
cameraCaster.transform.localEulerAngles = Vector3.zero;
|
|
}
|
|
else if (hand == ControllerHand.Right && RightPointerTransform != null) {
|
|
cameraCaster.transform.parent = RightPointerTransform;
|
|
cameraCaster.transform.localPosition = Vector3.zero;
|
|
cameraCaster.transform.localEulerAngles = Vector3.zero;
|
|
}
|
|
}
|
|
}
|
|
}
|