wirm/Game/Assets/Samples/XR Interaction Toolkit/3.0.3/Starter Assets/Scripts/ControllerInputActionManager.cs

462 lines
17 KiB
C#

using System.Collections.Generic;
using Unity.XR.CoreUtils.Bindings;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
using UnityEngine.XR.Interaction.Toolkit.UI;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Use this class to mediate the interactors for a controller under different interaction states
/// and the input actions used by them.
/// </summary>
/// <remarks>
/// If the teleport ray input is engaged, the Ray Interactor used for distant manipulation is disabled
/// and the Ray Interactor used for teleportation is enabled. If the Ray Interactor is selecting and it
/// is configured to allow for attach transform manipulation, all locomotion input actions are disabled
/// (teleport ray, move, and turn controls) to prevent input collision with the manipulation inputs used
/// by the ray interactor.
/// <br />
/// A typical hierarchy also includes an XR Interaction Group component to mediate between interactors.
/// The interaction group ensures that the Direct and Ray Interactors cannot interact at the same time,
/// with the Direct Interactor taking priority over the Ray Interactor.
/// </remarks>
[AddComponentMenu("XR/Controller Input Action Manager")]
public class ControllerInputActionManager : MonoBehaviour
{
[Space]
[Header("Interactors")]
[SerializeField]
[Tooltip("The interactor used for distant/ray manipulation. Use this or Near-Far Interactor, not both.")]
XRRayInteractor m_RayInteractor;
[SerializeField]
[Tooltip("Near-Far Interactor used for distant/ray manipulation. Use this or Ray Interactor, not both.")]
NearFarInteractor m_NearFarInteractor;
[SerializeField]
[Tooltip("The interactor used for teleportation.")]
XRRayInteractor m_TeleportInteractor;
[Space]
[Header("Controller Actions")]
[SerializeField]
[Tooltip("The reference to the action to start the teleport aiming mode for this controller.")]
[FormerlySerializedAs("m_TeleportModeActivate")]
InputActionReference m_TeleportMode;
[SerializeField]
[Tooltip("The reference to the action to cancel the teleport aiming mode for this controller.")]
InputActionReference m_TeleportModeCancel;
[SerializeField]
[Tooltip("The reference to the action of continuous turning the XR Origin with this controller.")]
InputActionReference m_Turn;
[SerializeField]
[Tooltip("The reference to the action of snap turning the XR Origin with this controller.")]
InputActionReference m_SnapTurn;
[SerializeField]
[Tooltip("The reference to the action of moving the XR Origin with this controller.")]
InputActionReference m_Move;
[SerializeField]
[Tooltip("The reference to the action of scrolling UI with this controller.")]
InputActionReference m_UIScroll;
[Space]
[Header("Locomotion Settings")]
[SerializeField]
[Tooltip("If true, continuous movement will be enabled. If false, teleport will be enabled.")]
bool m_SmoothMotionEnabled;
[SerializeField]
[Tooltip("If true, continuous turn will be enabled. If false, snap turn will be enabled. Note: If smooth motion is enabled and enable strafe is enabled on the continuous move provider, turn will be overriden in favor of strafe.")]
bool m_SmoothTurnEnabled;
[SerializeField]
[Tooltip("With the Near-Far Interactor, if true, teleport will be enabled during near interaction. If false, teleport will be disabled during near interaction.")]
bool m_NearFarEnableTeleportDuringNearInteraction = true;
[Space]
[Header("UI Settings")]
[SerializeField]
[Tooltip("If true, UI scrolling will be enabled. Locomotion will be disabled when pointing at UI to allow it to be scrolled.")]
bool m_UIScrollingEnabled = true;
[Space]
[Header("Mediation Events")]
[SerializeField]
[Tooltip("Event fired when the active ray interactor changes between interaction and teleport.")]
UnityEvent<IXRRayProvider> m_RayInteractorChanged;
public bool smoothMotionEnabled
{
get => m_SmoothMotionEnabled;
set
{
m_SmoothMotionEnabled = value;
UpdateLocomotionActions();
}
}
public bool smoothTurnEnabled
{
get => m_SmoothTurnEnabled;
set
{
m_SmoothTurnEnabled = value;
UpdateLocomotionActions();
}
}
public bool uiScrollingEnabled
{
get => m_UIScrollingEnabled;
set
{
m_UIScrollingEnabled = value;
UpdateUIActions();
}
}
bool m_StartCalled;
bool m_PostponedDeactivateTeleport;
bool m_HoveringScrollableUI;
readonly HashSet<InputAction> m_LocomotionUsers = new HashSet<InputAction>();
readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
void SetupInteractorEvents()
{
if (m_NearFarInteractor != null)
{
m_NearFarInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
m_NearFarInteractor.uiHoverExited.AddListener(OnUIHoverExited);
m_BindingsGroup.AddBinding(m_NearFarInteractor.selectionRegion.Subscribe(OnNearFarSelectionRegionChanged));
}
if (m_RayInteractor != null)
{
m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered);
m_RayInteractor.selectExited.AddListener(OnRaySelectExited);
m_RayInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
m_RayInteractor.uiHoverExited.AddListener(OnUIHoverExited);
}
var teleportModeAction = GetInputAction(m_TeleportMode);
if (teleportModeAction != null)
{
teleportModeAction.performed += OnStartTeleport;
teleportModeAction.performed += OnStartLocomotion;
teleportModeAction.canceled += OnCancelTeleport;
teleportModeAction.canceled += OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed += OnCancelTeleport;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.started += OnStartLocomotion;
moveAction.canceled += OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.started += OnStartLocomotion;
turnAction.canceled += OnStopLocomotion;
}
var snapTurnAction = GetInputAction(m_SnapTurn);
if (snapTurnAction != null)
{
snapTurnAction.started += OnStartLocomotion;
snapTurnAction.canceled += OnStopLocomotion;
}
}
void TeardownInteractorEvents()
{
m_BindingsGroup.Clear();
if (m_NearFarInteractor != null)
{
m_NearFarInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
m_NearFarInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
}
if (m_RayInteractor != null)
{
m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered);
m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited);
m_RayInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
m_RayInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
}
var teleportModeAction = GetInputAction(m_TeleportMode);
if (teleportModeAction != null)
{
teleportModeAction.performed -= OnStartTeleport;
teleportModeAction.performed -= OnStartLocomotion;
teleportModeAction.canceled -= OnCancelTeleport;
teleportModeAction.canceled -= OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed -= OnCancelTeleport;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.started -= OnStartLocomotion;
moveAction.canceled -= OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.started -= OnStartLocomotion;
turnAction.canceled -= OnStopLocomotion;
}
var snapTurnAction = GetInputAction(m_SnapTurn);
if (snapTurnAction != null)
{
snapTurnAction.started -= OnStartLocomotion;
snapTurnAction.canceled -= OnStopLocomotion;
}
}
void OnStartTeleport(InputAction.CallbackContext context)
{
m_PostponedDeactivateTeleport = false;
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(true);
if (m_RayInteractor != null)
m_RayInteractor.gameObject.SetActive(false);
if (m_NearFarInteractor != null && m_NearFarInteractor.selectionRegion.Value != NearFarInteractor.Region.Near)
m_NearFarInteractor.gameObject.SetActive(false);
m_RayInteractorChanged?.Invoke(m_TeleportInteractor);
}
void OnCancelTeleport(InputAction.CallbackContext context)
{
// Do not deactivate the teleport interactor in this callback.
// We delay turning off the teleport interactor in this callback so that
// the teleport interactor has a chance to complete the teleport if needed.
// OnAfterInteractionEvents will handle deactivating its GameObject.
m_PostponedDeactivateTeleport = true;
if (m_RayInteractor != null)
m_RayInteractor.gameObject.SetActive(true);
if (m_NearFarInteractor != null)
m_NearFarInteractor.gameObject.SetActive(true);
m_RayInteractorChanged?.Invoke(m_RayInteractor);
}
void OnNearFarSelectionRegionChanged(NearFarInteractor.Region selectionRegion)
{
if (selectionRegion == NearFarInteractor.Region.Far ||
(selectionRegion == NearFarInteractor.Region.Near && !m_NearFarEnableTeleportDuringNearInteraction))
DisableTeleportActions();
else
UpdateLocomotionActions();
}
void OnStartLocomotion(InputAction.CallbackContext context)
{
m_LocomotionUsers.Add(context.action);
}
void OnStopLocomotion(InputAction.CallbackContext context)
{
m_LocomotionUsers.Remove(context.action);
if (m_LocomotionUsers.Count == 0 && m_HoveringScrollableUI)
{
DisableAllLocomotionActions();
UpdateUIActions();
}
}
void OnRaySelectEntered(SelectEnterEventArgs args)
{
if (m_RayInteractor.manipulateAttachTransform)
{
// Disable locomotion and turn actions
DisableAllLocomotionActions();
}
}
void OnRaySelectExited(SelectExitEventArgs args)
{
if (m_RayInteractor.manipulateAttachTransform)
{
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
}
void OnUIHoverEntered(UIHoverEventArgs args)
{
m_HoveringScrollableUI = m_UIScrollingEnabled && args.deviceModel.isScrollable;
UpdateUIActions();
// If locomotion is occurring, wait
if (m_HoveringScrollableUI && m_LocomotionUsers.Count == 0)
{
// Disable locomotion and turn actions
DisableAllLocomotionActions();
}
}
void OnUIHoverExited(UIHoverEventArgs args)
{
m_HoveringScrollableUI = false;
UpdateUIActions();
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
protected void OnEnable()
{
if (m_RayInteractor != null && m_NearFarInteractor != null)
{
Debug.LogWarning("Both Ray Interactor and Near-Far Interactor are assigned. Only one should be assigned, not both. Clearing Ray Interactor.", this);
m_RayInteractor = null;
}
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
// Allow the actions to be refreshed when this component is re-enabled.
// See comments in Start for why we wait until Start to enable/disable actions.
if (m_StartCalled)
{
UpdateLocomotionActions();
UpdateUIActions();
}
SetupInteractorEvents();
}
protected void OnDisable()
{
TeardownInteractorEvents();
}
protected void Start()
{
m_StartCalled = true;
// Ensure the enabled state of locomotion and turn actions are properly set up.
// Called in Start so it is done after the InputActionManager enables all input actions earlier in OnEnable.
UpdateLocomotionActions();
UpdateUIActions();
}
protected void Update()
{
// Start the coroutine that executes code after the Update phase (during yield null).
// Since this behavior has the default execution order, it runs after the XRInteractionManager,
// so selection events have been finished by now this frame. This means that the teleport interactor
// has had a chance to process its select interaction event and teleport if needed.
if (m_PostponedDeactivateTeleport)
{
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
m_PostponedDeactivateTeleport = false;
}
}
void UpdateLocomotionActions()
{
// Disable/enable Teleport and Turn when Move is enabled/disabled.
SetEnabled(m_Move, m_SmoothMotionEnabled);
SetEnabled(m_TeleportMode, !m_SmoothMotionEnabled);
SetEnabled(m_TeleportModeCancel, !m_SmoothMotionEnabled);
// Disable ability to turn when using continuous movement
SetEnabled(m_Turn, !m_SmoothMotionEnabled && m_SmoothTurnEnabled);
SetEnabled(m_SnapTurn, !m_SmoothMotionEnabled && !m_SmoothTurnEnabled);
}
void DisableTeleportActions()
{
DisableAction(m_TeleportMode);
DisableAction(m_TeleportModeCancel);
}
void DisableMoveAndTurnActions()
{
DisableAction(m_Move);
DisableAction(m_Turn);
DisableAction(m_SnapTurn);
}
void DisableAllLocomotionActions()
{
DisableTeleportActions();
DisableMoveAndTurnActions();
}
void UpdateUIActions()
{
SetEnabled(m_UIScroll, m_UIScrollingEnabled && m_HoveringScrollableUI && m_LocomotionUsers.Count == 0);
}
static void SetEnabled(InputActionReference actionReference, bool enabled)
{
if (enabled)
EnableAction(actionReference);
else
DisableAction(actionReference);
}
static void EnableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
if (action != null && !action.enabled)
action.Enable();
}
static void DisableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
if (action != null && action.enabled)
action.Disable();
}
static InputAction GetInputAction(InputActionReference actionReference)
{
#pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types
return actionReference != null ? actionReference.action : null;
#pragma warning restore IDE0031
}
}
}