65 lines
2.6 KiB
C#
65 lines
2.6 KiB
C#
using System;
|
|
using System.ComponentModel;
|
|
using UnityEngine.InputSystem.Controls;
|
|
////REVIEW: this is confusing when considered next to HoldInteraction; also it's confusingly named
|
|
|
|
namespace UnityEngine.InputSystem.Interactions
|
|
{
|
|
/// <summary>
|
|
/// Performs the action if the control is pressed and held for at least the set
|
|
/// duration (which defaults to <see cref="InputSettings.defaultSlowTapTime"/>)
|
|
/// and then released.
|
|
/// </summary>
|
|
[DisplayName("Long Tap")]
|
|
public class SlowTapInteraction : IInputInteraction
|
|
{
|
|
/// <summary>
|
|
/// The time in seconds within which the control needs to be pressed and released to perform the interaction.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultSlowTapTime"/>) instead.
|
|
/// </remarks>
|
|
public float duration;
|
|
|
|
/// <summary>
|
|
/// The press point required to perform the interaction.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
|
|
/// value to perform the interaction.
|
|
/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
|
|
/// </remarks>
|
|
public float pressPoint;
|
|
|
|
////REVIEW: this seems stupid; shouldn't a slow tap just be anything that takes longer than TapTime?
|
|
private float durationOrDefault => duration > 0.0f ? duration : InputSystem.settings.defaultSlowTapTime;
|
|
private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
|
|
|
|
private double m_SlowTapStartTime;
|
|
|
|
public void Process(ref InputInteractionContext context)
|
|
{
|
|
if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault))
|
|
{
|
|
m_SlowTapStartTime = context.time;
|
|
context.Started();
|
|
return;
|
|
}
|
|
|
|
if (context.isStarted && !context.ControlIsActuated(pressPointOrDefault))
|
|
{
|
|
if (context.time - m_SlowTapStartTime >= durationOrDefault)
|
|
context.Performed();
|
|
else
|
|
////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
|
|
context.Canceled();
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
m_SlowTapStartTime = 0.0;
|
|
}
|
|
}
|
|
}
|