Files
Test/Library/PackageCache/com.unity.inputsystem@2436e68c60c4/InputSystem/Runtime/Actions/InputAction.cs
T
2026-11-01 23:39:55 +02:00

2645 lines
129 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Profiling;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Serialization;
////TODO: add way to retrieve the binding correspond to a control
////TODO: add way to retrieve the currently ongoing interaction and also add way to know how long it's been going on
////FIXME: control goes back to invalid when the action ends, so there's no guarantee you can get to the control through the polling API
////FIXME: Whether a control from a binding that's part of a composite appears on an action is currently not consistently enforced.
//// If it mentions the action, it appears on the action. Otherwise it doesn't. The controls should consistently appear on the
//// action based on what action the *composite* references.
////REVIEW: Should we bring the checkboxes for actions back? We tried to "simplify" things by collapsing everything into a InputActionTypes
//// and making the various behavior toggles implicit in that. However, my impression is that this has largely backfired by making
//// it opaque what the choices actually entail and by giving no way out if the choices for one reason or another don't work out
//// perfectly.
////
//// My impression is that at least two the following two checkboxes would make sense:
//// 1) Initial State Check? Whether the action should immediately sync to the current state of controls when enabled.
//// 2) Resolve Conflicting Inputs? Whether the action should try to resolve conflicts between multiple concurrent inputs.
////
//// I'm fine hiding this under an "Advanced" foldout or something. But IMO, control over this should be available to the user.
////
//// In the same vein, we probably also should expose control over how an action behaves on focus loss (https://forum.unity.com/threads/actions-canceled-when-game-loses-focus.855217/).
////REVIEW: I think the action system as it is today offers too many ways to shoot yourself in the foot. It has
//// flexibility but at the same time has abundant opportunity for ending up with dysfunction. Common setups
//// have to come preconfigured and work robustly for the user without requiring much understanding of how
//// the system fits together.
////REVIEW: add "lastControl" property? (and maybe a lastDevice at the InputActionMap/Asset level?)
////REVIEW: have single delegate instead of separate performed/started/canceled callbacks?
////REVIEW: Do we need to have separate display names for actions?
////REVIEW: what about having the concept of "consumed" on the callback context?
////REVIEW: have "Always Enabled" toggle on actions?
////TODO: allow temporarily disabling individual bindings (flag on binding) such that no re-resolve is needed
//// (SilenceBinding? DisableBinding)
namespace UnityEngine.InputSystem
{
/// <summary>
/// A named input signal that can flexibly decide which input data to tap.
/// </summary>
/// <remarks>
/// An input action is an abstraction over the source of input(s) it receives. They are
/// most useful for representing input as "logical" concepts (e.g. "jump") rather than
/// as "physical" inputs (e.g. "space bar on keyboard pressed").
///
/// In its most basic form, an action is simply an object along with a collection of
/// bindings that trigger the action.
///
/// <example>
/// <code>
/// // A simple action can be created directly using `new`. If desired, a binding
/// // can be specified directly as part of construction.
/// var action = new InputAction(binding: "&lt;Gamepad&gt;/buttonSouth");
///
/// // Additional bindings can be added using `AddBinding`.
/// action.AddBinding("&lt;Mouse&gt;/leftButton");
/// </code>
/// </example>
///
/// Bindings use control path expressions to reference controls. See <see cref="InputBinding"/>
/// for more details. There may be arbitrary many bindings targeting a single action. The
/// list of bindings targeting an action can be obtained through <see cref="bindings"/>.
///
/// By itself an action does not do anything until it is enabled:
///
/// <example>
/// <code>
/// action.Enable();
/// </code>
/// </example>
///
/// Once enabled, the action will actively monitor all controls on devices present
/// in the system (see <see cref="InputSystem.devices"/>) that match any of the binding paths
/// associated with the action. If you want to restrict the set of bindings used at runtime
/// or restrict the set of devices which controls are chosen from, you can do so using
/// <see cref="bindingMask"/> or, if the action is part of an <see cref="InputActionMap"/>,
/// by setting the <see cref="InputActionMap.devices"/> property of the action map. The
/// controls that an action uses can be queried using the <see cref="controls"/> property.
///
/// When input is received on controls bound to an action, the action will trigger callbacks
/// in response. These callbacks are <see cref="started"/>, <see cref="performed"/>, and
/// <see cref="canceled"/>. The callbacks are triggered as part of input system updates
/// (see <see cref="InputSystem.Update"/>), i.e. they happen before the respective
/// <c>MonoBehaviour.Update</c> or <c>MonoBehaviour.FixedUpdate</c> methods
/// get executed (depending on which <see cref="InputSettings.updateMode"/> the system is
/// set to).
///
/// In what order and how those callbacks get triggered depends on both the <see cref="type"/>
/// of the action as well as on the interactions (see <see cref="IInputInteraction"/>) present
/// on the bindings of the action. The default behavior is that when a control is actuated
/// (that is, moving away from its resting position), <see cref="started"/> is called and then
/// <see cref="performed"/>. Subsequently, whenever the a control further changes value to
/// anything other than its default value, <see cref="performed"/> will be called again.
/// Finally, when the control moves back to its default value (i.e. resting position),
/// <see cref="canceled"/> is called.
///
/// To hook into the callbacks, there are several options available to you. The most obvious
/// one is to hook directly into <see cref="started"/>, <see cref="performed"/>, and/or
/// <see cref="canceled"/>. In these callbacks, you will receive a <see cref="CallbackContext"/>
/// with information about how the action got triggered. For example, you can use <see
/// cref="CallbackContext.ReadValue{TValue}"/> to read the value from the binding that triggered
/// or use <see cref="CallbackContext.interaction"/> to find the interaction that is in progress.
///
/// <example>
/// <code>
/// action.started += context => Debug.Log($"{context.action} started");
/// action.performed += context => Debug.Log($"{context.action} performed");
/// action.canceled += context => Debug.Log($"{context.action} canceled");
/// </code>
/// </example>
///
/// Alternatively, you can use the <see cref="InputActionMap.actionTriggered"/> callback for
/// actions that are part of an action map or the global <see cref="InputSystem.onActionChange"/>
/// callback to globally listen for action activity. To simply record action activity instead
/// of responding to it directly, you can use <see cref="InputActionTrace"/>.
///
/// If you prefer to poll an action directly as part of your <c>MonoBehaviour.Update</c>
/// or <c>MonoBehaviour.FixedUpdate</c> logic, you can do so using the <see cref="triggered"/>
/// and <see cref="ReadValue{TValue}"/> methods.
///
/// <example>
/// <code>
/// protected void Update()
/// {
/// // For a button type action.
/// if (action.triggered)
/// /* ... */;
///
/// // For a value type action.
/// // (Vector2 is just an example; pick the value type that is the right
/// // one according to the bindings you have)
/// var v = action.ReadValue&lt;Vector2&gt;();
/// }
/// </code>
/// </example>
///
/// Note that actions are not generally frame-based. What this means is that an action
/// will observe any value change on its connected controls, even if the control changes
/// value multiple times in the same frame. In practice, this means that, for example,
/// no button press will get missed.
///
/// Actions can be grouped into maps (see <see cref="InputActionMap"/>) which can in turn
/// be grouped into assets (see <see cref="InputActionAsset"/>).
///
/// Please note that actions are a player-only feature. They are not supported in
/// edit mode.
///
/// For more in-depth reading on actions, see the <a href="../manual/Actions.html">manual</a>.
/// </remarks>
/// <seealso cref="InputActionMap"/>
/// <seealso cref="InputActionAsset"/>
/// <seealso cref="InputBinding"/>
[Serializable]
public sealed class InputAction : ICloneable, IDisposable
{
/// <summary>
/// Name of the action.
/// </summary>
/// <value>Plain-text name of the action.</value>
/// <remarks>
/// Can be null for anonymous actions created in code.
///
/// If the action is part of an <see cref="InputActionMap"/>, it will have a name and the name
/// will be unique in the map. The name is just the name of the action alone, not a "mapName/actionName"
/// combination.
///
/// The name should not contain slashes or dots but can contain spaces and other punctuation.
///
/// An action can be renamed after creation using <see cref="InputActionSetupExtensions.Rename"/>..
/// </remarks>
/// <seealso cref="InputActionMap.FindAction(string,bool)"/>
public string name => m_Name;
/// <summary>
/// Behavior type of the action.
/// </summary>
/// <value>General behavior type of the action.</value>
/// <remarks>
/// Determines how the action gets triggered in response to control value changes.
///
/// For details about how the action type affects an action, see <see cref="InputActionType"/>.
/// </remarks>
public InputActionType type => m_Type;
/// <summary>
/// Minimum allowed value for <see cref="Priority"/>.
/// </summary>
internal const int MinPriority = 0;
/// <summary>
/// Maximum allowed value for <see cref="Priority"/> (stored as unsigned 16-bit at runtime).
/// </summary>
internal const int MaxPriority = ushort.MaxValue;
internal static int ClampPriority(int priority) => Math.Clamp(priority, MinPriority, MaxPriority);
/// <summary>
/// Priority of this action when multiple bindings resolve to the same control.
/// </summary>
/// <value>Effective range is <see cref="MinPriority"/>–<see cref="MaxPriority"/>. Values outside that range are clamped when set; the stored value always matches what overlap resolution uses.</value>
/// <remarks>
/// Applies to all bindings that target this action. At runtime this value is used only when
/// <see cref="InputSettings.shortcutKeysUseActionPriority"/> is enabled. In that mode the system orders overlapping
/// bindings on a shared control by priority, and when the action reaches <see cref="InputActionPhase.Performed"/>,
/// a value greater than zero can mark the underlying input event as handled so lower-priority actions in the same
/// group are suppressed; priority zero does not mark the event handled for that purpose.
/// When action priority is disabled, overlap resolution instead follows <see cref="InputSettings.shortcutKeysConsumeInput"/>
/// (automatic composite complexity) and does not consult this property.
/// </remarks>
public int Priority
{
get => m_Priority;
set
{
var clamped = ClampPriority(value);
if (m_Priority == clamped)
return;
m_Priority = clamped;
m_ActionMap?.m_State?.OnActionPriorityChanged(this);
}
}
/// <summary>
/// A stable, unique identifier for the action.
/// </summary>
/// <value>Unique ID of the action.</value>
/// <remarks>
/// This can be used instead of the name to refer to the action. Doing so allows referring to the
/// action such that renaming the action does not break references.
/// </remarks>
public Guid id
{
get
{
MakeSureIdIsInPlace();
return new Guid(m_Id);
}
}
internal Guid idDontGenerate
{
get
{
if (string.IsNullOrEmpty(m_Id))
return default;
return new Guid(m_Id);
}
}
/// <summary>
/// Name of control layout expected for controls bound to this action.
/// </summary>
/// <remarks>
/// This is optional and is null by default.
///
/// Constraining an action to a particular control layout allows determine the value
/// type and expected input behavior of an action without being reliant on any particular
/// binding.
/// </remarks>
public string expectedControlType
{
get => m_ExpectedControlType;
set => m_ExpectedControlType = value;
}
/// <summary>
/// Processors applied to every binding on the action.
/// </summary>
/// <value>Processors added to all bindings on the action.</value>
/// <remarks>
/// This property is equivalent to appending the same string to the
/// <see cref="InputBinding.processors"/> field of every binding that targets
/// the action. It is thus simply a means of avoiding the need configure the
/// same processor the same way on every binding in case it uniformly applies
/// to all of them.
///
/// <example>
/// <code>
/// var action = new InputAction(processors: "scaleVector2(x=2, y=2)");
///
/// // Both of the following bindings will implicitly have a
/// // ScaleVector2Processor applied to them.
/// action.AddBinding("&lt;Gamepad&gt;/leftStick");
/// action.AddBinding("&lt;Joystick&gt;/stick");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.processors"/>
/// <seealso cref="InputProcessor"/>
/// <seealso cref="InputSystem.RegisterProcessor{T}"/>
public string processors => m_Processors;
/// <summary>
/// Interactions applied to every binding on the action.
/// </summary>
/// <value>Interactions added to all bindings on the action.</value>
/// <remarks>
/// This property is equivalent to appending the same string to the
/// <see cref="InputBinding.interactions"/> field of every binding that targets
/// the action. It is thus simply a means of avoiding the need configure the
/// same interaction the same way on every binding in case it uniformly applies
/// to all of them.
///
/// <example>
/// <code>
/// var action = new InputAction(interactions: "press");
///
/// // Both of the following bindings will implicitly have a
/// // Press interaction applied to them.
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth");
/// action.AddBinding("&lt;Joystick&gt;/trigger");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.interactions"/>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="InputSystem.RegisterInteraction{T}"/>
public string interactions => m_Interactions;
/// <summary>
/// The map the action belongs to.
/// </summary>
/// <value><see cref="InputActionMap"/> that the action belongs to or null.</value>
/// <remarks>
/// If the action is a loose action created in code, this will be <c>null</c>.
///
/// <example>
/// <code>
/// var action1 = new InputAction(); // action1.actionMap will be null
///
/// var actionMap = new InputActionMap();
/// var action2 = actionMap.AddAction("action"); // action2.actionMap will point to actionMap
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputActionSetupExtensions.AddAction"/>
public InputActionMap actionMap => isSingletonAction ? null : m_ActionMap;
/// <summary>
/// An optional mask that determines which bindings of the action to enable and
/// which to ignore.
/// </summary>
/// <value>Optional mask that determines which bindings on the action to enable.</value>
/// <remarks>
/// Binding masks can be applied at three different levels: for an entire asset through
/// <see cref="InputActionAsset.bindingMask"/>, for a specific map through <see
/// cref="InputActionMap.bindingMask"/>, and for single actions through this property.
/// By default, none of the masks will be set (i.e. they will be <c>null</c>).
///
/// When an action is enabled, all the binding masks that apply to it are taken into
/// account. Specifically, this means that any given binding on the action will be
/// enabled only if it matches the mask applied to the asset, the mask applied
/// to the map that contains the action, and the mask applied to the action itself.
/// All the masks are individually optional.
///
/// Masks are matched against bindings using <see cref="InputBinding.Matches"/>.
///
/// Note that if you modify the masks applicable to an action while it is
/// enabled, the action's <see cref="controls"/> will get updated immediately to
/// respect the mask. To avoid repeated binding resolution, it is most efficient
/// to apply binding masks before enabling actions.
///
/// Binding masks are non-destructive. All the bindings on the action are left
/// in place. Setting a mask will not affect the value of the <see cref="bindings"/>
/// property.
///
/// <example>
/// <code>
/// // Create a free-standing action with two bindings, one in the
/// // "Keyboard" group and one in the "Gamepad" group.
/// var action = new InputAction();
/// action.AddBinding("&lt;Gamepad&gt;/buttonSouth", groups: "Gamepad");
/// action.AddBinding("&lt;Keyboard&gt;/space", groups: "Keyboard");
///
/// // By default, all bindings will be enabled. This means if both
/// // a keyboard and gamepad (or several of them) is present, the action
/// // will respond to input from all of them.
/// action.Enable();
///
/// // With a binding mask we can restrict the action to just specific
/// // bindings. For example, to only enable the gamepad binding:
/// action.bindingMask = InputBinding.MaskByGroup("Gamepad");
///
/// // Note that we can mask by more than just by group. Masking by path
/// // or by action as well as a combination of these is also possible.
/// // We could, for example, mask for just a specific binding path:
/// action.bindingMask = new InputBinding()
/// {
/// // Select the keyboard binding based on its specific path.
/// path = "&lt;Keyboard&gt;/space"
/// };
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.MaskByGroup"/>
/// <seealso cref="InputActionMap.bindingMask"/>
/// <seealso cref="InputActionAsset.bindingMask"/>
public InputBinding? bindingMask
{
get => m_BindingMask;
set
{
if (value == m_BindingMask)
return;
if (value != null)
{
var v = value.Value;
v.action = name;
value = v;
}
m_BindingMask = value;
var map = GetOrCreateActionMap();
if (map.m_State != null)
map.LazyResolveBindings(fullResolve: true);
}
}
/// <summary>
/// The list of bindings associated with the action.
/// </summary>
/// <value>List of bindings for the action.</value>
/// <remarks>
/// This list contains all bindings from <see cref="InputActionMap.bindings"/> of the action's
/// <see cref="actionMap"/> that reference the action through their <see cref="InputBinding.action"/>
/// property.
///
/// Note that on the first call, the list may have to be extracted from the action map first which
/// may require allocating GC memory. However, once initialized, no further GC allocation hits should occur.
/// If the binding setup on the map is changed, re-initialization may be required.
/// </remarks>
/// <seealso cref="InputActionMap.bindings"/>
public ReadOnlyArray<InputBinding> bindings => GetOrCreateActionMap().GetBindingsForSingleAction(this);
/// <summary>
/// The set of controls to which the action's <see cref="bindings"/> resolve.
/// </summary>
/// <value>Controls resolved from the action's <see cref="bindings"/>.</value>
/// <remarks>
/// This property can be queried whether the action is enabled or not and will return the
/// set of controls that match the action's bindings according to the current setup of
/// binding masks (<see cref="bindingMask"/>) and device restrictions (<see
/// cref="InputActionMap.devices"/>).
///
/// Note that internally, controls are not stored on a per-action basis. This means
/// that on the first read of this property, the list of controls for just the action
/// may have to be extracted which in turn may allocate GC memory. After the first read,
/// no further GC allocations should occur except if the set of controls is changed (e.g.
/// by changing the binding mask or by adding/removing devices to/from the system).
///
/// If the property is queried when the action has not been enabled yet, the system
/// will first resolve controls on the action (and for all actions in the map and/or
/// the asset). See <a href="../manual/ActionBindings.html#binding-resolution">Binding Resolution</a>
/// in the manual for details.
///
/// To map a control in this array to an index into <see cref="bindings"/>, use
/// <see cref="InputActionRebindingExtensions.GetBindingIndexForControl"/>.
///
/// <example>
/// <code>
/// // Map control list to binding indices.
/// var bindingIndices = myAction.controls.Select(c => myAction.GetBindingIndexForControl(c));
/// </code>
/// </example>
///
/// Note that this array will not contain the same control multiple times even if more than
/// one binding on an action references the same control.
///
/// <example>
/// <code>
/// var action1 = new InputAction();
/// action1.AddBinding("&lt;Gamepad&gt;/buttonSouth");
/// action1.AddBinding("&lt;Gamepad&gt;/buttonSouth"); // This binding will be ignored.
///
/// // Contains only one instance of buttonSouth which is associated
/// // with the first binding (at index #0).
/// var action1Controls = action1.controls;
///
/// var action2 = new InputAction();
/// action2.AddBinding("&lt;Gamepad&gt;/buttonSouth");
/// // Add a binding that implicitly matches the first binding, too. When binding resolution
/// // happens, this binding will only receive buttonNorth, buttonWest, and buttonEast, but not
/// // buttonSouth as the first binding already received that control.
/// action2.AddBinding("&lt;Gamepad&gt;/button*");
///
/// // Contains only all four face buttons (buttonSouth, buttonNorth, buttonEast, buttonWest)
/// // but buttonSouth is associated with the first button and only buttonNorth, buttonEast,
/// // and buttonWest are associated with the second binding.
/// var action2Controls = action2.controls;
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputActionRebindingExtensions.GetBindingIndexForControl"/>
/// <seealso cref="bindings"/>
public ReadOnlyArray<InputControl> controls
{
get
{
var map = GetOrCreateActionMap();
map.ResolveBindingsIfNecessary();
return map.GetControlsForSingleAction(this);
}
}
/// <summary>
/// The current phase of the action.
/// </summary>
/// <remarks>
/// When listening for control input and when responding to control value changes,
/// actions will go through several possible phases.
///
/// In general, when an action starts receiving input, it will go to <see cref="InputActionPhase.Started"/>
/// and when it stops receiving input, it will go to <see cref="InputActionPhase.Canceled"/>.
/// When <see cref="InputActionPhase.Performed"/> is used depends primarily on the type
/// of action. <see cref="InputActionType.Value"/> will trigger <see cref="InputActionPhase.Performed"/>
/// whenever the value of the control changes (including the first time; i.e. it will first
/// trigger <see cref="InputActionPhase.Started"/> and then <see cref="InputActionPhase.Performed"/>
/// right after) whereas <see cref="InputActionType.Button"/> will trigger <see cref="InputActionPhase.Performed"/>
/// as soon as the button press threshold (<see cref="InputSettings.defaultButtonPressPoint"/>)
/// has been crossed.
///
/// Note that both interactions and the action <see cref="type"/> can affect the phases
/// that an action goes through. <see cref="InputActionType.PassThrough"/> actions will
/// only ever use <see cref="InputActionPhase.Performed"/> and not go to <see
/// cref="InputActionPhase.Started"/> or <see cref="InputActionPhase.Canceled"/> (as
/// pass-through actions do not follow the start-performed-canceled model in general).
///
/// While an action is disabled, its phase is <see cref="InputActionPhase.Disabled"/>.
/// </remarks>
public InputActionPhase phase => currentState.phase;
/// <summary>
/// True if the action is currently in <see cref="InputActionPhase.Started"/> or <see cref="InputActionPhase.Performed"/>
/// phase. False in all other cases.
/// </summary>
/// <see cref="phase"/>
public bool inProgress => phase.IsInProgress();
/// <summary>
/// Whether the action is currently enabled, i.e. responds to input, or not.
/// </summary>
/// <value>True if the action is currently enabled.</value>
/// <remarks>
/// An action is enabled by either calling <see cref="Enable"/> on it directly or by calling
/// <see cref="InputActionMap.Enable"/> on the <see cref="InputActionMap"/> containing the action.
/// When enabled, an action will listen for changes on the controls it is bound to and trigger
/// callbacks such as <see cref="started"/>, <see cref="performed"/>, and <see cref="canceled"/>
/// in response.
/// </remarks>
/// <seealso cref="Enable"/>
/// <seealso cref="Disable"/>
/// <seealso cref="InputActionMap.Enable"/>
/// <seealso cref="InputActionMap.Disable"/>
/// <seealso cref="InputSystem.ListEnabledActions()"/>
public bool enabled => phase != InputActionPhase.Disabled;
/// <summary>
/// Event that is triggered when the action has been started.
/// </summary>
/// <remarks>
/// See <see cref="phase"/> for details of how an action progresses through phases
/// and triggers this callback.
/// </remarks>
/// <see cref="InputActionPhase.Started"/>
public event Action<CallbackContext> started
{
add => m_OnStarted.AddCallback(value);
remove => m_OnStarted.RemoveCallback(value);
}
/// <summary>
/// Event that is triggered when the action has been <see cref="started"/>
/// but then canceled before being fully <see cref="performed"/>.
/// </summary>
/// <remarks>
/// See <see cref="phase"/> for details of how an action progresses through phases
/// and triggers this callback.
/// </remarks>
/// <see cref="InputActionPhase.Canceled"/>
public event Action<CallbackContext> canceled
{
add => m_OnCanceled.AddCallback(value);
remove => m_OnCanceled.RemoveCallback(value);
}
/// <summary>
/// Event that is triggered when the action has been fully performed.
/// </summary>
/// <remarks>
/// See <see cref="phase"/> for details of how an action progresses through phases
/// and triggers this callback.
/// </remarks>
/// <see cref="InputActionPhase.Performed"/>
public event Action<CallbackContext> performed
{
add => m_OnPerformed.AddCallback(value);
remove => m_OnPerformed.RemoveCallback(value);
}
////TODO: Obsolete and drop this when we can break API
/// <summary>
/// Equivalent to <see cref="WasPerformedThisFrame"/>.
/// </summary>
/// <seealso cref="WasPerformedThisFrame"/>
public bool triggered => WasPerformedThisFrame();
/// <summary>
/// The currently active control that is driving the action. <see langword="null"/> while the action
/// is in waiting (<see cref="InputActionPhase.Waiting"/>) or canceled (<see cref="InputActionPhase.Canceled"/>)
/// state. Otherwise the control that last had activity on it which wasn't ignored.
/// </summary>
/// <remarks>
/// Note that the control's value does not necessarily correspond to the value of the
/// action (<see cref="ReadValue{TValue}"/>) as the control may be part of a composite.
/// </remarks>
/// <seealso cref="CallbackContext.control"/>
public unsafe InputControl activeControl
{
get
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
var controlIndex = actionStatePtr->controlIndex;
if (controlIndex != InputActionState.kInvalidIndex)
return state.controls[controlIndex];
}
return null;
}
}
/// <summary>
/// Type of value returned by <see cref="ReadValueAsObject"/> and currently expected
/// by <see cref="ReadValue{TValue}"/>. <see langword="null"/> while the action
/// is in waiting (<see cref="InputActionPhase.Waiting"/>) or canceled (<see cref="InputActionPhase.Canceled"/>)
/// state as this is based on the currently active control that is driving the action.
/// </summary>
/// <value>Type of object returned when reading a value.</value>
/// <remarks>
/// The type of value returned by an action is usually determined by the
/// <see cref="InputControl"/> that triggered the action, i.e. by the
/// control referenced from <see cref="activeControl"/>.
///
/// However, if the binding that triggered is a composite, then the composite
/// will determine values and not the individual control that triggered (that
/// one just feeds values into the composite).
///
/// The active value type may change depending on which controls are actuated if there are multiple
/// bindings with different control types. This property can be used to ensure you are calling the
/// <see cref="ReadValue{TValue}"/> method with the expected type parameter if your action is
/// configured to allow multiple control types as otherwise that method will throw an <see cref="InvalidOperationException"/>
/// if the type of the control that triggered the action does not match the type parameter.
/// </remarks>
/// <seealso cref="InputControl.valueType"/>
/// <seealso cref="InputBindingComposite.valueType"/>
/// <seealso cref="activeControl"/>
public unsafe Type activeValueType
{
get
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
var controlIndex = actionStatePtr->controlIndex;
if (controlIndex != InputActionState.kInvalidIndex)
return state.GetValueType(actionStatePtr->bindingIndex, controlIndex);
}
return null;
}
}
/// <summary>
/// Whether the action wants a state check on its bound controls as soon as it is enabled. This is always
/// true for <see cref="InputActionType.Value"/> actions but can optionally be enabled for <see cref="InputActionType.Button"/>
/// or <see cref="InputActionType.PassThrough"/> actions.
/// </summary>
/// <remarks>
/// Usually, when an action is <see cref="enabled"/> (e.g. via <see cref="Enable"/>), it will start listening for input
/// and then trigger once the first input arrives. However, <see cref="controls"/> bound to an action may already be
/// actuated when an action is enabled. For example, if a "jump" action is bound to <see cref="Keyboard.spaceKey"/>,
/// the space bar may already be pressed when the jump action is enabled.
///
/// <see cref="InputActionType.Value"/> actions handle this differently by immediately performing an "initial state check"
/// in the next input update (see <see cref="InputSystem.Update"/>) after being enabled. If any of the bound controls
/// is already actuated, the action will trigger right away -- even with no change in state on the controls.
///
/// This same behavior can be enabled explicitly for <see cref="InputActionType.Button"/> and <see cref="InputActionType.PassThrough"/>
/// actions using this property.
/// </remarks>
/// <seealso cref="Enable"/>
/// <seealso cref="InputActionType.Value"/>
public bool wantsInitialStateCheck
{
get => type == InputActionType.Value || (m_Flags & ActionFlags.WantsInitialStateCheck) != 0;
set
{
if (value)
m_Flags |= ActionFlags.WantsInitialStateCheck;
else
m_Flags &= ~ActionFlags.WantsInitialStateCheck;
}
}
/// <summary>
/// ProfilerMarker for measuring the enabling/disabling of InputActions.
/// </summary>
static readonly ProfilerMarker k_InputActionEnableProfilerMarker = new ProfilerMarker("InputAction.Enable");
static readonly ProfilerMarker k_InputActionDisableProfilerMarker = new ProfilerMarker("InputAction.Disable");
/// <summary>
/// Construct an unnamed, free-standing action that is not part of any map or asset
/// and has no bindings. Bindings can be added with <see
/// cref="InputActionSetupExtensions.AddBinding(InputAction,string,string,string,string)"/>.
/// The action type defaults to <see cref="InputActionType.Value"/>.
/// </summary>
/// <remarks>
/// The action will not have an associated <see cref="InputActionMap"/> and <see cref="actionMap"/>
/// will thus be <c>null</c>. Use <see cref="InputActionSetupExtensions.AddAction"/> instead if
/// you want to add a new action to an action map.
///
/// The action will remain disabled after construction and thus not listen/react to input yet.
/// Use <see cref="Enable"/> to enable the action.
///
/// <example>
/// <code>
/// // Create an action with two bindings.
/// var action = new InputAction();
/// action.AddBinding("&lt;Gamepad&gt;/leftStick");
/// action.AddBinding("&lt;Mouse&gt;/delta");
///
/// action.performed += ctx => Debug.Log("Value: " + ctx.ReadValue&lt;Vector2&gt;());
///
/// action.Enable();
/// </code>
/// </example>
/// </remarks>
public InputAction()
{
m_Id = Guid.NewGuid().ToString();
}
/// <summary>
/// Construct a free-standing action that is not part of an <see cref="InputActionMap"/>.
/// </summary>
/// <param name="name">Name of the action. If null or empty, the action will be unnamed.</param>
/// <param name="type">Type of action to create. Defaults to <see cref="InputActionType.Value"/>, i.e.
/// an action that provides continuous values.</param>
/// <param name="binding">If not null or empty, a binding with the given path will be added to the action
/// right away. The format of the string is the as for <see cref="InputBinding.path"/>.</param>
/// <param name="interactions">If <paramref name="binding"/> is not null or empty, this parameter represents
/// the interaction to apply to the newly created binding (i.e. <see cref="InputBinding.interactions"/>). If
/// <paramref name="binding"/> is not supplied, this parameter represents the interactions to apply to the action
/// (i.e. the value of <see cref="interactions"/>).</param>
/// <param name="processors">If <paramref name="binding"/> is not null or empty, this parameter represents
/// the processors to apply to the newly created binding (i.e. <see cref="InputBinding.processors"/>). If
/// <paramref name="binding"/> is not supplied, this parameter represents the processors to apply to the
/// action (i.e. the value of <see cref="processors"/>).</param>
/// <param name="expectedControlType">The optional expected control type for the action (i.e. <see
/// cref="expectedControlType"/>).</param>
/// <remarks>
/// The action will not have an associated <see cref="InputActionMap"/> and <see cref="actionMap"/>
/// will thus be <c>null</c>. Use <see cref="InputActionSetupExtensions.AddAction"/> instead if
/// you want to add a new action to an action map.
///
/// The action will remain disabled after construction and thus not listen/react to input yet.
/// Use <see cref="Enable"/> to enable the action.
///
/// Additional bindings can be added with <see
/// cref="InputActionSetupExtensions.AddBinding(InputAction,string,string,string,string)"/>.
///
/// <example>
/// <code>
/// // Create a button action responding to the gamepad A button.
/// var action = new InputAction(type: InputActionType.Button, binding: "&lt;Gamepad&gt;/buttonSouth");
/// action.performed += ctx => Debug.Log("Pressed");
/// action.Enable();
/// </code>
/// </example>
/// </remarks>
public InputAction(string name = null, InputActionType type = default, string binding = null,
string interactions = null, string processors = null, string expectedControlType = null)
{
m_Name = name;
m_Type = type;
if (!string.IsNullOrEmpty(binding))
{
m_SingletonActionBindings = new[]
{
new InputBinding
{
path = binding,
interactions = interactions,
processors = processors,
action = m_Name,
id = Guid.NewGuid(),
},
};
m_BindingsStartIndex = 0;
m_BindingsCount = 1;
}
else
{
m_Interactions = interactions;
m_Processors = processors;
}
m_ExpectedControlType = expectedControlType;
m_Id = Guid.NewGuid().ToString();
}
/// <summary>
/// Release internal state held on to by the action.
/// </summary>
/// <remarks>
/// Once enabled, actions will allocate a block of state internally that they will hold on to
/// until disposed of. For free-standing actions, that state is private to just the action.
/// For actions that are part of <see cref="InputActionMap"/>s, the state is shared by all
/// actions in the map and, if the map itself is part of an <see cref="InputActionAsset"/>,
/// also by all the maps that are part of the asset.
///
/// Note that the internal state holds on to GC heap memory as well as memory from the
/// unmanaged, C++ heap.
/// </remarks>
public void Dispose()
{
m_ActionMap?.m_State?.Dispose();
}
/// <summary>
/// Return a string version of the action. Mainly useful for debugging.
/// </summary>
/// <returns>A string version of the action.</returns>
public override string ToString()
{
string str;
if (m_Name == null)
str = "<Unnamed>";
else if (m_ActionMap != null && !isSingletonAction && !string.IsNullOrEmpty(m_ActionMap.name))
str = $"{m_ActionMap.name}/{m_Name}";
else
str = m_Name;
var controls = this.controls;
if (controls.Count > 0)
{
str += "[";
var isFirst = true;
foreach (var control in controls)
{
if (!isFirst)
str += ",";
str += control.path;
isFirst = false;
}
str += "]";
}
return str;
}
/// <summary>
/// Enable the action such that it actively listens for input and runs callbacks
/// in response.
/// </summary>
/// <remarks>
/// If the action is already enabled, this method does nothing.
///
/// By default, actions start out disabled, i.e. with <see cref="enabled"/> being false.
/// When enabled, two things happen.
///
/// First, if it hasn't already happened, an action will resolve all of its bindings
/// to <see cref="InputControl"/>s. This also happens if, since the action was last enabled,
/// the setup of devices in the system has changed such that it may impact the action.
///
/// Second, for all the <see cref="controls"/> bound to an action, change monitors (see
/// <see cref="IInputStateChangeMonitor"/>) will be added to the system. If any of the
/// controls changes state in the future, the action will get notified and respond.
///
/// <see cref="InputActionType.Value"/> type actions will also perform an initial state
/// check in the input system update following the call to Enable. This means that if
/// any of the bound controls are already actuated and produce a non-<c>default</c> value,
/// the action will immediately trigger in response.
///
/// Note that this method only enables a single action. This is also allowed for action
/// that are part of an <see cref="InputActionMap"/>. To enable all actions in a map,
/// call <see cref="InputActionMap.Enable"/>.
///
/// The <see cref="InputActionMap"/> associated with an action (if any), will immediately
/// toggle to being enabled (see <see cref="InputActionMap.enabled"/>) as soon as the first
/// action in the map is enabled and for as long as any action in the map is still enabled.
///
/// The first time an action is enabled, it will allocate a block of state internally that it
/// will hold on to until disposed of. For free-standing actions, that state is private to
/// just the action. For actions that are part of <see cref="InputActionMap"/>s, the state
/// is shared by all actions in the map and, if the map itself is part of an <see
/// cref="InputActionAsset"/>, also by all the maps that are part of the asset.
///
/// To dispose of the state, call <see cref="Dispose"/>.
///
/// <example>
/// <code>
/// var gamepad = InputSystem.AddDevice&lt;Gamepad&gt;();
///
/// var action = new InputAction(type: InputActionType.Value, binding: "&lt;Gamepad&gt;/leftTrigger");
/// action.performed = ctx => Debug.Log("Action triggered!");
///
/// // Perform some fake input on the gamepad. Note that the action
/// // will *NOT* get triggered as it is not enabled.
/// // NOTE: We use Update() here only for demonstration purposes. In most cases,
/// // it's not a good method to call directly as it basically injects artificial
/// // input frames into the player loop. Usually a recipe for breakage.
/// InputSystem.QueueStateEvent(gamepad, new GamepadState { leftTrigger = 0.5f });
/// InputSystem.Update();
///
/// action.Enable();
///
/// // Now, with the left trigger already being down and the action enabled, it will
/// // trigger in the next frame.
/// InputSystem.Update();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="Disable"/>
/// <seealso cref="enabled"/>
public void Enable()
{
using (k_InputActionEnableProfilerMarker.Auto())
{
if (enabled)
return;
// For singleton actions, we create an internal-only InputActionMap
// private to the action.
var map = GetOrCreateActionMap();
// First time we're enabled, find all controls.
map.ResolveBindingsIfNecessary();
// Go live.
map.m_State.EnableSingleAction(this);
}
}
/// <summary>
/// Disable the action such that is stop listening/responding to input.
/// </summary>
/// <remarks>
/// If the action is already disabled, this method does nothing.
///
/// If the action is currently in progress, i.e. if <see cref="phase"/> is
/// <see cref="InputActionPhase.Started"/>, the action will be canceled as
/// part of being disabled. This means that you will see a call on <see cref="canceled"/>
/// from within the call to <c>Disable()</c>.
/// </remarks>
/// <seealso cref="enabled"/>
/// <seealso cref="Enable"/>
public void Disable()
{
using (k_InputActionDisableProfilerMarker.Auto())
{
if (!enabled)
return;
m_ActionMap.m_State.DisableSingleAction(this);
}
}
////REVIEW: is *not* cloning IDs here really the right thing to do?
/// <summary>
/// Return an identical instance of the action.
/// </summary>
/// <returns>An identical clone of the action</returns>
/// <remarks>
/// Note that if you clone an action that is part of an <see cref="InputActionMap"/>,
/// you will not get a new action that is part of the same map. Instead, you will
/// get a free-standing action not associated with any action map.
///
/// Also, note that the <see cref="id"/> of the action is not cloned. Instead, the
/// clone will receive a new unique ID. Also, callbacks install on events such
/// as <see cref="started"/> will not be copied over to the clone.
/// </remarks>
public InputAction Clone()
{
var clone = new InputAction(name: m_Name, type: m_Type)
{
m_SingletonActionBindings = bindings.ToArray(),
m_BindingsCount = m_BindingsCount,
m_ExpectedControlType = m_ExpectedControlType,
m_Interactions = m_Interactions,
m_Processors = m_Processors,
m_Flags = m_Flags,
m_Priority = m_Priority,
};
return clone;
}
/// <summary>
/// Return an boxed instance of the action.
/// </summary>
/// <returns>An boxed clone of the action</returns>
/// <seealso cref="Clone"/>
object ICloneable.Clone()
{
return Clone();
}
////TODO: ReadValue(void*, int)
/// <summary>
/// Read the current value of the control that is driving this action. If no bound control is actuated, returns
/// default(TValue), but note that binding processors are always applied.
/// </summary>
/// <typeparam name="TValue">Value type to read. Must match the value type of the binding/control that triggered.</typeparam>
/// <returns>The current value of the control/binding that is driving this action with all binding processors applied.</returns>
/// <remarks>
/// This method can be used as an alternative to hooking into <see cref="started"/>, <see cref="performed"/>,
/// and/or <see cref="canceled"/> and reading out the value using <see cref="CallbackContext.ReadValue{TValue}"/>
/// there. Instead, this API acts more like a polling API that can be called, for example, as part of
/// <c>MonoBehaviour.Update</c>.
///
/// <example>
/// <code>
/// // Let's say you have a MyControls.inputactions file with "Generate C# Class" enabled
/// // and it has an action map called "gameplay" with a "move" action of type Vector2.
/// public class MyBehavior : MonoBehaviour
/// {
/// public MyControls controls;
/// public float moveSpeed = 4;
///
/// protected void Awake()
/// {
/// controls = new MyControls();
/// }
///
/// protected void OnEnable()
/// {
/// controls.gameplay.Enable();
/// }
///
/// protected void OnDisable()
/// {
/// controls.gameplay.Disable();
/// }
///
/// protected void Update()
/// {
/// var moveVector = controls.gameplay.move.ReadValue&lt;Vector2&gt;() * (moveSpeed * Time.deltaTime);
/// //...
/// }
/// }
/// </code>
/// </example>
///
/// If the action has button-like behavior, then <see cref="triggered"/> is usually a better alternative to
/// reading out a float and checking if it is above the button press point.
/// </remarks>
/// <exception cref="InvalidOperationException">The given <typeparamref name="TValue"/> type does not match
/// the value type of the control or composite currently driving the action.</exception>
/// <seealso cref="triggered"/>
/// <seealso cref="ReadValueAsObject"/>
/// <seealso cref="CallbackContext.ReadValue{TValue}"/>
public unsafe TValue ReadValue<TValue>()
where TValue : struct
{
var state = GetOrCreateActionMap().m_State;
if (state == null)
return default(TValue);
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
return actionStatePtr->phase.IsInProgress()
? state.ReadValue<TValue>(actionStatePtr->bindingIndex, actionStatePtr->controlIndex)
: state.ApplyProcessors(actionStatePtr->bindingIndex, default(TValue));
}
/// <summary>
/// Same as <see cref="ReadValue{TValue}"/> but read the value without having to know the value type
/// of the action.
/// </summary>
/// <returns>The current value of the action or <c>null</c> if the action is not currently in <see cref="InputActionPhase.Started"/>
/// or <see cref="InputActionPhase.Performed"/> phase.</returns>
/// <remarks>
/// This method allocates GC memory and is thus not a good choice for getting called as part of gameplay
/// logic.
/// </remarks>
/// <seealso cref="ReadValue{TValue}"/>
/// <seealso cref="InputAction.CallbackContext.ReadValueAsObject"/>
public unsafe object ReadValueAsObject()
{
var state = GetOrCreateActionMap().m_State;
if (state == null)
return null;
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->phase.IsInProgress())
{
var controlIndex = actionStatePtr->controlIndex;
if (controlIndex != InputActionState.kInvalidIndex)
return state.ReadValueAsObject(actionStatePtr->bindingIndex, controlIndex);
}
return null;
}
/// <summary>
/// Read the current amount of actuation of the control that is driving this action.
/// </summary>
/// <returns>Returns the current level of control actuation (usually [0..1]) or -1 if
/// the control is actuated but does not support computing magnitudes.</returns>
/// <remarks>
/// <para>
/// Magnitudes do not make sense for all types of controls. Controls that have no meaningful magnitude
/// will return -1 when calling this method. Any negative magnitude value should be considered an invalid value.
/// </para>
/// <para>
/// The magnitude returned by an action is usually determined by the
/// <see cref="InputControl"/> that triggered the action, i.e. by the
/// control referenced from <see cref="activeControl"/>. See <see cref="InputControl.EvaluateMagnitude()"/> and
/// <see cref="InputBindingComposite.EvaluateMagnitude"/> for additional information.
/// </para>
/// <para>
/// However, if the binding that triggered is a composite, then the composite
/// will determine the magnitude and not the individual control that triggered.
/// Instead, the value of the control that triggered the action will be fed into the composite magnitude calculation.
/// </para>
/// </remarks>
public unsafe float GetControlMagnitude()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->haveMagnitude)
return actionStatePtr->magnitude;
}
return 0f;
}
/// <summary>
/// Reset the action state to default.
/// </summary>
/// <remarks>
/// This method can be used to forcibly cancel an action even while it is in progress. Note that unlike
/// disabling an action, for example, this also effects APIs such as <see cref="WasPressedThisFrame"/>.
///
/// Note that invoking this method will not modify enabled state.
/// </remarks>
/// <seealso cref="inProgress"/>
/// <seealso cref="phase"/>
/// <seealso cref="Enable"/>
/// <seealso cref="Disable"/>
public void Reset()
{
var state = GetOrCreateActionMap().m_State;
state?.ResetActionState(m_ActionIndexInState, toPhase: enabled ? InputActionPhase.Waiting : InputActionPhase.Disabled, hardReset: true);
}
/// <summary>
/// Check whether the current actuation of the action has crossed the press threshold (see remarks) and
/// has not yet fallen back below the release threshold (see <see cref="InputSettings.buttonReleaseThreshold"/>).
/// </summary>
/// <returns>True if the action is considered to be in "pressed" state, false otherwise.</returns>
/// <remarks>
/// This method is different from simply reading the action's current <c>float</c> value and comparing
/// it to the press threshold and is also different from comparing the current actuation of
/// <see cref="activeControl"/> to it. This is because the current level of actuation might have already
/// fallen below the press threshold but might not yet have reached the release threshold.
///
/// This method works with any <see cref="type"/> of action, not just buttons.
///
/// Also note that because this operates on the results of <see cref="InputControl.EvaluateMagnitude()"/>,
/// it works with many kind of controls, not just buttons. For example, if an action is bound
/// to a <see cref="StickControl"/>, the control will be considered "pressed" once the magnitude
/// of the Vector2 of the control has crossed the press threshold.
///
/// The same press threshold rules apply to APIs such as <see cref="WasPressedThisFrame"/> and <see cref="WasReleasedThisFrame"/>.
///
/// Press threshold (based on <see cref="InputControl.EvaluateMagnitude()"/> for the driving control):
///
/// 1. If the binding lists one or more <see cref="UnityEngine.InputSystem.Interactions.PressInteraction"/>
/// instances, use the <see cref="UnityEngine.InputSystem.Interactions.PressInteraction.pressPoint"/> from the first
/// in interaction list order whose <c>pressPoint</c> is greater than zero (earlier interactions that are not
/// <see cref="UnityEngine.InputSystem.Interactions.PressInteraction"/>, or that leave <c>pressPoint</c> at the
/// default of zero, are skipped) so this API stays aligned with the interaction.
/// 2. Otherwise, if the driving control is a <see cref="ButtonControl"/>, use <see cref="ButtonControl.pressPointOrDefault"/>.
/// 3. Otherwise (for example a <see cref="Vector2Control"/> or <see cref="StickControl"/>), use <see cref="InputSettings.defaultButtonPressPoint"/>.
///
/// For composite bindings, interaction parameters are read from the composite binding.
///
/// <example>
/// <code>
/// var up = playerInput.actions["up"];
/// if (up.IsPressed())
/// transform.Translate(0, 10 * Time.deltaTime, 0);
/// </code>
/// </example>
///
/// Disabled actions will always return false from this method, even if a control bound to the action
/// is currently pressed. Also, re-enabling an action will not restore the state to when the action
/// was disabled even if the control is still actuated.
/// </remarks>
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
/// <seealso cref="ButtonControl.pressPoint"/>
/// <seealso cref="CallbackContext.ReadValueAsButton"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="WasReleasedThisFrame"/>
public unsafe bool IsPressed()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
return actionStatePtr->isPressed;
}
return false;
}
/// <summary>
/// Whether the action has been <see cref="InputActionPhase.Started"/> or <see cref="InputActionPhase.Performed"/>.
/// </summary>
/// <returns>True if the action is currently triggering.</returns>
/// <seealso cref="phase"/>
public unsafe bool IsInProgress()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
return actionStatePtr->phase.IsInProgress();
}
return false;
}
private int ExpectedFrame()
{
// Used by the Was<XXX>ThisFrame() methods below.
// When processing events manually the event processing will happen one frame later.
//
int frameOffset = InputSystem.settings.updateMode == InputSettings.UpdateMode.ProcessEventsManually ? 1 : 0;
int expectedFrame = Time.frameCount - frameOffset;
return expectedFrame;
}
/// <summary>
/// Returns true if the action's value crossed the press threshold (see remarks) at any point in the frame.
/// </summary>
/// <returns>True if the action was pressed this frame.</returns>
/// <remarks>
/// This method is different from <see cref="WasPerformedThisFrame"/> in that it is not bound
/// to <see cref="phase"/>. Instead, if the action's level of actuation (that is, the level of
/// magnitude -- see <see cref="InputControl.EvaluateMagnitude()"/> -- of the control(s) bound
/// to the action) crossed the press threshold at any point in the frame, this method will return true.
/// It will do so even if there is an interaction on the action that has not yet performed the action in response to the press.
///
/// This method works with any <see cref="type"/> of action, not just buttons.
///
/// Also note that because this operates on the results of <see cref="InputControl.EvaluateMagnitude()"/>,
/// it works with many kind of controls, not just buttons. For example, if an action is bound
/// to a <see cref="StickControl"/>, the control will be considered "pressed" once the magnitude
/// of the Vector2 of the control has crossed the press threshold.
///
/// Press threshold is defined the same way as for <see cref="IsPressed"/>; see that member's remarks.
///
/// <example>
/// <code>
/// var fire = playerInput.actions["fire"];
/// if (fire.WasPressedThisFrame() &amp;&amp; fire.IsPressed())
/// StartFiring();
/// else if (fire.WasReleasedThisFrame())
/// StopFiring();
/// </code>
/// </example>
///
/// This method will disregard whether the action is currently enabled or disabled. It will keep returning
/// true for the duration of the frame even if the action was subsequently disabled in the frame.
///
/// > [!NOTE]
/// > If the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/> and InputSystem.Update() is not called in
/// > the dynamic Update, use <see cref="WasPressedThisDynamicUpdate"/> during dynamic Update instead.
/// </remarks>
/// <seealso cref="IsPressed"/>
/// <seealso cref="WasPressedThisDynamicUpdate"/>
/// <seealso cref="WasReleasedThisFrame"/>
/// <seealso cref="CallbackContext.ReadValueAsButton"/>
/// <seealso cref="WasPerformedThisFrame"/>
public unsafe bool WasPressedThisFrame()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
var currentUpdateStep = InputUpdate.s_UpdateStepCount;
return actionStatePtr->pressedInUpdate == currentUpdateStep && currentUpdateStep != default;
}
return false;
}
/// <summary>
/// Returns true if the action's value crossed the press threshold (see <see cref="WasPressedThisFrame"/> remarks)
/// in the MonoBehaviour Update cycle (rendering frame).
/// </summary>
/// <returns>True if the action was pressed in the MonoBehaviour Update cycle (rendering frame).</returns>
/// <remarks>
/// Unlike <see cref="WasPressedThisFrame"/>, this method will return true only if the InputSystem was updated and the action was pressed in the current dynamic Update cycle (in between the previous and the current frame).
/// This can be used in dynamic update if the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>.
/// If the update mode is set to <see cref="InputSettings.UpdateMode.ProcessEventsInDynamicUpdate"/>, this method will behave exactly like <see cref="WasPressedThisFrame"/>.
///
/// When processing input events manually, updating the InputSystem in the dynamic Update cycle will lead to a delay of one frame for WasPressedThisDynamicUpdate,
/// you may want to use WasPressedThisFrame to avoid this, or set the input update mode to InputSettings.UpdateMode.ProcessEventsInDynamicUpdate.
///
/// Press threshold behavior matches <see cref="IsPressed"/>; see that member's remarks.
/// </remarks>
/// <example>
/// <code>
/// var fire = playerInput.actions["fire"];
/// if (fire.WasPressedThisDynamicUpdate() &amp;&amp; fire.IsPressed())
/// StartFiring();
/// else if (fire.WasReleasedThisDynamicUpdate())
/// StopFiring();
/// </code>
/// </example>
/// <seealso cref="IsPressed"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="WasReleasedThisFrame"/>
/// <seealso cref="WasPerformedThisFrame"/>
/// <seealso cref="InputSettings.updateMode"/>
public unsafe bool WasPressedThisDynamicUpdate()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
return actionStatePtr->framePressed == ExpectedFrame();
}
return false;
}
/// <summary>
/// Returns true if the action's value crossed the release threshold (see <see cref="InputSettings.buttonReleaseThreshold"/>)
/// at any point in the frame after being in pressed state (see <see cref="IsPressed"/> remarks for press threshold).
/// </summary>
/// <returns>True if the action was released this frame.</returns>
/// <remarks>
/// This method works with any <see cref="type"/> of action, not just buttons.
///
/// Also note that because this operates on the results of <see cref="InputControl.EvaluateMagnitude()"/>,
/// it works with many kind of controls, not just buttons. For example, if an action is bound
/// to a <see cref="StickControl"/>, the control will be considered "pressed" once the magnitude
/// of the Vector2 of the control has crossed the press threshold.
///
/// Press threshold is defined the same way as for <see cref="IsPressed"/>; see that member's remarks.
///
/// <example>
/// <code>
/// var fire = playerInput.actions["fire"];
/// if (fire.WasPressedThisFrame() &amp;&amp; fire.IsPressed())
/// StartFiring();
/// else if (fire.WasReleasedThisFrame())
/// StopFiring();
/// </code>
/// </example>
///
/// This method will disregard whether the action is currently enabled or disabled. It will keep returning
/// true for the duration of the frame even if the action was subsequently disabled in the frame.
///
/// > [!NOTE]
/// > If the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/> and InputSystem.Update() is not called in
/// > the dynamic Update, use <see cref="WasReleasedThisDynamicUpdate"/> during dynamic Update instead.
/// </remarks>
/// <seealso cref="IsPressed"/>
/// <seealso cref="WasReleasedThisDynamicUpdate"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="CallbackContext.ReadValueAsButton"/>
/// <seealso cref="WasCompletedThisFrame"/>
public unsafe bool WasReleasedThisFrame()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
var currentUpdateStep = InputUpdate.s_UpdateStepCount;
return actionStatePtr->releasedInUpdate == currentUpdateStep && currentUpdateStep != default;
}
return false;
}
/// <summary>
/// Returns true if the action's value crossed the release threshold (see <see cref="InputSettings.buttonReleaseThreshold"/>)
/// at any point in the MonoBehaviour Update cycle (rendering frame), after having been in the pressed state described by
/// <see cref="WasReleasedThisFrame"/>.
/// </summary>
/// <returns>True if the action was released in the MonoBehaviour Update cycle (rendering frame).</returns>
/// <remarks>
/// Unlike <see cref="WasReleasedThisFrame"/>, this method will return true only if the InputSystem was updated and the action was released in the current dynamic Update cycle (in between the previous and the current frame).
/// This can be used in dynamic update if the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>.
/// If the update mode is set to <see cref="InputSettings.UpdateMode.ProcessEventsInDynamicUpdate"/>, this method will behave exactly like <see cref="WasReleasedThisFrame"/>.
///
/// When processing input events manually, updating the InputSystem in the dynamic Update cycle will lead to a delay of one frame for WasReleasedThisDynamicUpdate,
/// you may want to use WasReleasedThisFrame to avoid this, or set the input update mode to InputSettings.UpdateMode.ProcessEventsInDynamicUpdate.
///
/// Press and release threshold behavior matches <see cref="WasReleasedThisFrame"/>; see its remarks.
/// </remarks>
/// <example>
/// <code>
/// var fire = playerInput.actions["fire"];
/// if (fire.WasPressedThisDynamicUpdate() &amp;&amp; fire.IsPressed())
/// StartFiring();
/// else if (fire.WasReleasedThisDynamicUpdate())
/// StopFiring();
/// </code>
/// </example>
/// <seealso cref="IsPressed"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="WasReleasedThisFrame"/>
/// <seealso cref="CallbackContext.ReadValueAsButton"/>
/// <seealso cref="WasCompletedThisFrame"/>
/// <seealso cref="InputSettings.updateMode"/>
public unsafe bool WasReleasedThisDynamicUpdate()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
return actionStatePtr->frameReleased == ExpectedFrame();
}
return false;
}
////REVIEW: Should we also have WasStartedThisFrame()? (and WasCanceledThisFrame()?)
/// <summary>
/// Check whether <see cref="phase"/> was <see cref="InputActionPhase.Performed"/> at any point
/// in the current frame.
/// </summary>
/// <returns>True if the action performed this frame.</returns>
/// <remarks>
/// This method is different from <see cref="WasPressedThisFrame"/> in that it depends directly on the
/// interaction(s) driving the action (including the default interaction if no specific interaction
/// has been added to the action or binding).
///
/// For example, let's say the action is bound to the space bar and that the binding has a
/// <see cref="Interactions.HoldInteraction"/> assigned to it. In the frame where the space bar
/// is pressed, <see cref="WasPressedThisFrame"/> will be true (because the button/key is now pressed)
/// but <c>WasPerformedThisFrame</c> will still be false (because the hold has not been performed yet).
/// Only after the hold time has expired will <c>WasPerformedThisFrame</c> be true and only in the frame
/// where the hold performed.
///
/// This is different from checking <see cref="phase"/> directly as the action might have already progressed
/// to a different phase after performing. In other words, even if an action performed in a frame, <see cref="phase"/>
/// might no longer be <see cref="InputActionPhase.Performed"/>, whereas <c>WasPerformedThisFrame</c> will remain
/// true for the entirety of the frame regardless of what else the action does.
///
/// Unlike <see cref="ReadValue{TValue}"/>, which will reset when the action goes back to waiting
/// state, this property will stay true for the duration of the current frame (that is, until the next
/// <see cref="InputSystem.Update"/> runs) as long as the action was triggered at least once.
///
/// <example>
/// <code>
/// var warp = playerInput.actions["Warp"];
/// if (warp.WasPerformedThisFrame())
/// InitiateWarp();
/// </code>
/// </example>
///
/// This method will disregard whether the action is currently enabled or disabled. It will keep returning
/// true for the duration of the frame even if the action was subsequently disabled in the frame.
///
/// > [!NOTE]
/// > If the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/> and InputSystem.Update() is not called in
/// > the dynamic Update, use <see cref="WasPerformedThisDynamicUpdate"/> when trying to access in dynamic Update instead.
/// </remarks>
/// <seealso cref="WasPerformedThisDynamicUpdate"/>
/// <seealso cref="WasCompletedThisFrame"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="phase"/>
public unsafe bool WasPerformedThisFrame()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
var currentUpdateStep = InputUpdate.s_UpdateStepCount;
return actionStatePtr->lastPerformedInUpdate == currentUpdateStep && currentUpdateStep != default;
}
return false;
}
/// <summary>
/// Check whether <see cref="phase"/> was <see cref="InputActionPhase.Performed"/> at any point
/// in the MonoBehaviour Update cycle (rendering frame).
/// </summary>
/// <returns>True if the action performed in the MonoBehaviour Update cycle (rendering frame).</returns>
/// <remarks>
/// Unlike <see cref="WasPerformedThisFrame"/>, this method will return true only if the InputSystem was updated and the action was performed in the current dynamic Update cycle (in between the previous and the current frame).
/// This can be used in dynamic update if the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>.
/// If the update mode is set to <see cref="InputSettings.UpdateMode.ProcessEventsInDynamicUpdate"/>, this method will behave exactly like <see cref="WasPerformedThisFrame"/>.
///
/// When processing input events manually, updating the InputSystem in the dynamic Update cycle will lead to a delay of one frame for WasPerformedThisDynamicUpdate,
/// you may want to use WasPerformedThisFrame to avoid this, or set the input update mode to InputSettings.UpdateMode.ProcessEventsInDynamicUpdate.
/// </remarks>
/// <example>
/// <code>
/// var warp = playerInput.actions["Warp"];
/// if (warp.WasPerformedThisDynamicUpdate())
/// InitiateWarp();
/// </code>
/// </example>
/// <seealso cref="WasPerformedThisFrame"/>
/// <seealso cref="WasCompletedThisFrame"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="phase"/>
/// <seealso cref="InputSettings.updateMode"/>
public unsafe bool WasPerformedThisDynamicUpdate()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
return actionStatePtr->framePerformed == ExpectedFrame();
}
return false;
}
/// <summary>
/// Check whether <see cref="phase"/> transitioned from <see cref="InputActionPhase.Performed"/> to any other phase
/// value at least once in the current frame.
/// </summary>
/// <returns>True if the action completed this frame.</returns>
/// <remarks>
/// <para>
/// Although <see cref="InputActionPhase.Disabled"/> is technically a phase, this method does not consider disabling
/// the action while the action is in <see cref="InputActionPhase.Performed"/> to be "completed".
/// </para>
/// <para>
/// This method is different from <see cref="WasReleasedThisFrame"/> in that it depends directly on the
/// interaction(s) driving the action (including the default interaction if no specific interaction
/// has been added to the action or binding).
/// </para>
/// <para>
/// For example, let's say the action is bound to the space bar and that the binding has a
/// <see cref="Interactions.HoldInteraction"/> assigned to it. In the frame where the space bar
/// is pressed, <see cref="WasPressedThisFrame"/> will be true (because the button/key is now pressed)
/// but <see cref="WasPerformedThisFrame"/> will still be false (because the hold has not been performed yet).
/// If at that time the space bar is released, <see cref="WasReleasedThisFrame"/> will be true (because the
/// button/key is now released) but <c>WasCompletedThisFrame</c> will still be false (because the hold
/// had not been performed yet). If instead the space bar is held down for long enough for the hold interaction,
/// the phase will change to and stay <see cref="InputActionPhase.Performed"/> and <see cref="WasPerformedThisFrame"/>
/// will be true for one frame as it meets the duration threshold. Once released, <c>WasCompletedThisFrame</c> will be true
/// (because the action is no longer performed) and only in the frame where the hold transitioned away from Performed.
/// </para>
/// <para>
/// For another example where the action could be considered pressed but also completed, let's say the action
/// is bound to the thumbstick and that the binding has a Sector interaction from the XR Interaction Toolkit assigned
/// to it such that it only performs in the forward sector area past a button press threshold. In the frame where the
/// thumbstick is pushed forward, both <see cref="WasPressedThisFrame"/> will be true (because the thumbstick actuation is
/// now considered pressed) and <see cref="WasPerformedThisFrame"/> will be true (because the thumbstick is in
/// the forward sector). If the thumbstick is then moved to the left in a sweeping motion, <see cref="IsPressed"/>
/// will still be true. However, <c>WasCompletedThisFrame</c> will also be true (because the thumbstick is
/// no longer in the forward sector while still crossed the button press threshold) and only in the frame where
/// the thumbstick was no longer within the forward sector. For more details about the Sector interaction, see
/// <a href="https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.5/api/UnityEngine.XR.Interaction.Toolkit.Inputs.Interactions.SectorInteraction.html"><c>SectorInteraction</c></a>
/// in the XR Interaction Toolkit Scripting API documentation.
/// </para>
/// <para>
/// Unlike <see cref="ReadValue{TValue}"/>, which will reset when the action goes back to waiting
/// state, this property will stay true for the duration of the current frame (that is, until the next
/// <see cref="InputSystem.Update"/> runs) as long as the action was completed at least once.
/// </para>
/// <para>
/// This method will disregard whether the action is currently enabled or disabled. It will keep returning
/// true for the duration of the frame even if the action was subsequently disabled in the frame.
/// </para>
/// <para>
/// > [!NOTE]
/// > If the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/> and InputSystem.Update() is not called in
/// > the dynamic Update, use <see cref="WasCompletedThisDynamicUpdate"/> to access this during dynamic Update instead.
/// </para>
/// </remarks>
/// <example>
/// <code>
/// var teleport = playerInput.actions["Teleport"];
/// if (teleport.WasPerformedThisFrame())
/// InitiateTeleport();
/// else if (teleport.WasCompletedThisFrame())
/// StopTeleport();
/// </code>
/// </example>
/// <seealso cref="WasCompletedThisDynamicUpdate"/>
/// <seealso cref="WasPerformedThisFrame"/>
/// <seealso cref="WasReleasedThisFrame"/>
/// <seealso cref="phase"/>
public unsafe bool WasCompletedThisFrame()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
var currentUpdateStep = InputUpdate.s_UpdateStepCount;
return actionStatePtr->lastCompletedInUpdate == currentUpdateStep && currentUpdateStep != default;
}
return false;
}
/// <summary>
/// Check whether <see cref="phase"/> transitioned from <see cref="InputActionPhase.Performed"/> to any other phase
/// value at least once in the MonoBehaviour Update cycle (rendering frame).
/// </summary>
/// <returns>True if the action completed in this MonoBehaviour Update cycle (rendering frame).</returns>
/// <remarks>
/// Unlike <see cref="WasCompletedThisFrame"/>, this method will return true only if the InputSystem was updated and the action was completed in the current dynamic Update cycle (in between the previous and the current frame).
/// This can be used in dynamic update if the <see cref="InputSettings.updateMode"/> is set to <see cref="InputSettings.UpdateMode.ProcessEventsInFixedUpdate"/> or <see cref="InputSettings.UpdateMode.ProcessEventsManually"/>.
/// If the update mode is set to <see cref="InputSettings.UpdateMode.ProcessEventsInDynamicUpdate"/>, this method will behave exactly like <see cref="WasCompletedThisFrame"/>.
///
/// When processing input events manually, updating the InputSystem in the dynamic Update cycle will lead to a delay of one frame for WasCompletedThisDynamicUpdate,
/// you may want to use WasCompletedThisFrame to avoid this, or set the input update mode to InputSettings.UpdateMode.ProcessEventsInDynamicUpdate.
/// </remarks>
/// <example>
/// <code>
/// var teleport = playerInput.actions["Teleport"];
/// if (teleport.WasPerformedThisDynamicUpdate())
/// InitiateTeleport();
/// else if (teleport.WasCompletedThisDynamicUpdate())
/// StopTeleport();
/// </code>
/// </example>
/// <seealso cref="WasPerformedThisFrame"/>
/// <seealso cref="WasCompletedThisFrame"/>
/// <seealso cref="WasPressedThisFrame"/>
/// <seealso cref="phase"/>
/// <seealso cref="InputSettings.updateMode"/>
public unsafe bool WasCompletedThisDynamicUpdate()
{
var state = GetOrCreateActionMap().m_State;
if (state != null)
{
var actionStatePtr = &state.actionStates[m_ActionIndexInState];
if (actionStatePtr->isSuppressed)
return false;
return actionStatePtr->frameCompleted == ExpectedFrame();
}
return false;
}
/// <summary>
/// Return the completion percentage of the timeout (if any) running on the current interaction.
/// </summary>
/// <returns>A value &gt;= 0 (no progress) and &lt;= 1 (finished) indicating the level of completion
/// of the currently running timeout.</returns>
/// <remarks>
/// This method is useful, for example, when providing UI feedback for an ongoing action. If, say,
/// you have a <see cref="Interactions.HoldInteraction"/> on a binding, you might want to show a
/// progress indicator in the UI and need to know how far into the hold the action
/// current is. Once the hold has been started, this method will return how far into the hold
/// the action currently is.
///
/// Note that if an interaction performs and stays performed (see <see cref="InputInteractionContext.PerformedAndStayPerformed"/>),
/// the completion percentage will remain at 1 until the interaction is canceled.
///
/// Also note that completion is based on the progression of time and not dependent on input
/// updates. This means that if, for example, the timeout for a <see cref="Interactions.HoldInteraction"/>
/// has expired according the current time but the expiration has not yet been processed by
/// an input update (thus causing the hold to perform), the returned completion percentage
/// will still be 1. In other words, there isn't always a correlation between the current
/// completion percentage and <see cref="phase"/>.
///
/// The meaning of the timeout is dependent on the interaction in play. For a <see cref="Interactions.HoldInteraction"/>,
/// "completion" represents the duration timeout (that is, the time until a "hold" is considered to be performed), whereas
/// for a <see cref="Interactions.TapInteraction"/> "completion" represents "time to failure" (that is, the remaining time window
/// that the interaction can be completed within).
///
/// Note that an interaction might run multiple timeouts in succession. One such example is <see cref="Interactions.MultiTapInteraction"/>.
/// In this case, progression towards a single timeout does not necessarily mean progression towards completion
/// of the whole interaction. An interaction can call <see cref="InputInteractionContext.SetTotalTimeoutCompletionTime"/>
/// to inform the Input System of the total length of timeouts to run. If this is done, the result of the
/// <c>GetTimeoutCompletionPercentage</c> method will return a value reflecting the progression with respect
/// to total time.
///
/// <example>
/// <code>
/// // Scale a UI element in response to the completion of a hold on the gamepad's A button.
///
/// Transform uiObjectToScale;
///
/// InputAction holdAction;
///
/// void OnEnable()
/// {
/// if (holdAction == null)
/// {
/// // Create hold action with a 2 second timeout.
/// // NOTE: Here we create the action in code. You can, of course, grab the action from an .inputactions
/// // asset created in the editor instead.
/// holdAction = new InputAction(type: InputActionType.Button, interactions: "hold(duration=2)");
///
/// // Show the UI object when the hold starts and hide it when it ends.
/// holdAction.started += _ =&gt; uiObjectToScale.SetActive(true);
/// holdAction.canceled += _ =&gt; uiObjectToScale.SetActive(false);
///
/// // If you want to play a visual effect when the action performs, you can initiate from
/// // the performed callback.
/// holdAction.performed += _ =&gt; /* InitiateVisualEffectWhenHoldIsComplete() */;
/// }
///
/// holdAction.Enable();
///
/// // Hide the UI object until the action is started.
/// uiObjectToScale.gameObject.SetActive(false);
/// }
///
/// void OnDisable()
/// {
/// holdAction.Disable();
/// }
///
/// void Update()
/// {
/// var completion = holdAction.GetTimeoutCompletionPercentage();
/// uiObjectToScale.localScale = new Vector3(1, completion, 1);
/// }
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="IInputInteraction"/>
/// <seealso cref="InputInteractionContext.SetTimeout"/>
/// <seealso cref="InputInteractionContext.SetTotalTimeoutCompletionTime"/>
public unsafe float GetTimeoutCompletionPercentage()
{
var actionMap = GetOrCreateActionMap();
var state = actionMap.m_State;
// If there's no state, there can't be activity on the action so our completion
// percentage must be zero.
if (state == null)
return 0;
ref var actionState = ref state.actionStates[m_ActionIndexInState];
var interactionIndex = actionState.interactionIndex;
if (interactionIndex == -1)
{
////REVIEW: should this use WasPerformedThisFrame()?
// There's no interactions on the action or on the currently active binding, so go
// entirely by the current phase. Performed is 100%, everything else is 0%.
return actionState.phase == InputActionPhase.Performed ? 1 : 0;
}
ref var interactionState = ref state.interactionStates[interactionIndex];
switch (interactionState.phase)
{
case InputActionPhase.Started:
// If the interaction was started and there is a timer running, the completion level
// is determined by far we are between the interaction start time and timer expiration.
var timerCompletion = 0f;
if (interactionState.isTimerRunning)
{
var duration = interactionState.timerDuration;
var startTime = interactionState.timerStartTime;
var endTime = startTime + duration;
var remainingTime = endTime - InputState.currentTime;
if (remainingTime <= 0)
timerCompletion = 1;
else
timerCompletion = (float)((duration - remainingTime) / duration);
}
if (interactionState.totalTimeoutCompletionTimeRemaining > 0)
{
return (interactionState.totalTimeoutCompletionDone + timerCompletion * interactionState.timerDuration) /
(interactionState.totalTimeoutCompletionDone + interactionState.totalTimeoutCompletionTimeRemaining);
}
else
{
return timerCompletion;
}
case InputActionPhase.Performed:
return 1;
}
return 0;
}
////REVIEW: it would be best if these were InternedStrings; however, for serialization, it has to be strings
[Tooltip("Human readable name of the action. Must be unique within its action map (case is ignored). Can be changed "
+ "without breaking references to the action.")]
[SerializeField] internal string m_Name;
[Tooltip("Determines how the action triggers.\n"
+ "\n"
+ "A Value action will start and perform when a control moves from its default value and then "
+ "perform on every value change. It will cancel when controls go back to default value. Also, when enabled, a Value "
+ "action will respond right away to a control's current value.\n"
+ "\n"
+ "A Button action will start when a button is pressed and perform when the press threshold (see 'Default Button Press Point' in settings) "
+ "is reached. It will cancel when the button is going below the release threshold (see 'Button Release Threshold' in settings). Also, "
+ "if a button is already pressed when the action is enabled, the button has to be released first.\n"
+ "\n"
+ "A Pass-Through action will not explicitly start and will never cancel. Instead, for every value change on any bound control, "
+ "the action will perform.")]
[SerializeField] internal InputActionType m_Type;
[FormerlySerializedAs("m_ExpectedControlLayout")]
[Tooltip("The type of control expected by the action (e.g. \"Digital\" for buttons, \"Vector2\" for sticks). This will limit the controls shown "
+ "when setting up bindings in the UI and will also limit which controls can be bound interactively to the action.")]
[SerializeField] internal string m_ExpectedControlType;
[Tooltip("Unique ID of the action (GUID). Used to reference the action from bindings such that actions can be renamed "
+ "without breaking references.")]
[SerializeField] internal string m_Id; // Can't serialize System.Guid and Unity's GUID is editor only.
[SerializeField] internal string m_Processors;
[SerializeField] internal string m_Interactions;
// For singleton actions, we serialize the bindings directly as part of the action.
// For any other type of action, this is null.
[SerializeField] internal InputBinding[] m_SingletonActionBindings;
[SerializeField] internal ActionFlags m_Flags;
[SerializeField] internal int m_Priority;
[NonSerialized] internal InputBinding? m_BindingMask;
[NonSerialized] internal int m_BindingsStartIndex;
[NonSerialized] internal int m_BindingsCount;
[NonSerialized] internal int m_ControlStartIndex;
[NonSerialized] internal int m_ControlCount;
/// <summary>
/// Index of the action in the <see cref="InputActionState"/> associated with the
/// action's <see cref="InputActionMap"/>.
/// </summary>
/// <remarks>
/// This is not necessarily the same as the index of the action in its map.
/// </remarks>
/// <seealso cref="actionMap"/>
[NonSerialized] internal int m_ActionIndexInState = InputActionState.kInvalidIndex;
/// <summary>
/// The action map that owns the action.
/// </summary>
/// <remarks>
/// This is not serialized. The action map will restore this back references after deserialization.
/// </remarks>
[NonSerialized] internal InputActionMap m_ActionMap;
// Listeners. No array allocations if only a single listener.
[NonSerialized] internal CallbackArray<Action<CallbackContext>> m_OnStarted;
[NonSerialized] internal CallbackArray<Action<CallbackContext>> m_OnCanceled;
[NonSerialized] internal CallbackArray<Action<CallbackContext>> m_OnPerformed;
/// <summary>
/// Whether the action is a loose action created in code (e.g. as a property on a component).
/// </summary>
/// <remarks>
/// Singleton actions are not contained in maps visible to the user. Internally, we do create
/// a map for them that contains just the singleton action. To the action system, there are no
/// actions without action maps.
/// </remarks>
internal bool isSingletonAction => m_ActionMap == null || ReferenceEquals(m_ActionMap.m_SingletonAction, this);
[Flags]
internal enum ActionFlags
{
WantsInitialStateCheck = 1 << 0,
}
private InputActionState.TriggerState currentState
{
get
{
if (m_ActionIndexInState == InputActionState.kInvalidIndex)
return new InputActionState.TriggerState();
Debug.Assert(m_ActionMap != null, "Action must have associated action map");
Debug.Assert(m_ActionMap.m_State != null, "Action map must have state at this point");
return m_ActionMap.m_State.FetchActionState(this);
}
}
internal string MakeSureIdIsInPlace()
{
if (string.IsNullOrEmpty(m_Id))
GenerateId();
return m_Id;
}
internal void GenerateId()
{
m_Id = Guid.NewGuid().ToString();
}
internal InputActionMap GetOrCreateActionMap()
{
if (m_ActionMap == null)
CreateInternalActionMapForSingletonAction();
return m_ActionMap;
}
private void CreateInternalActionMapForSingletonAction()
{
m_ActionMap = new InputActionMap
{
m_Actions = new[] { this },
m_SingletonAction = this,
m_Bindings = m_SingletonActionBindings
};
}
internal void RequestInitialStateCheckOnEnabledAction()
{
Debug.Assert(enabled, "This should only be called on actions that are enabled");
var map = GetOrCreateActionMap();
var state = map.m_State;
state.SetInitialStateCheckPending(m_ActionIndexInState);
}
// NOTE: This does *NOT* check whether the control is valid according to the binding it
// resolved from and/or the current binding mask. If, for example, the binding is
// "<Keyboard>/#(ä)" and the keyboard switches from a DE layout to a US layout, the
// key would still be considered valid even if the path in the binding would actually
// no longer resolve to it.
internal bool ActiveControlIsValid(InputControl control)
{
if (control == null)
return false;
// Device must still be added.
var device = control.device;
if (!device.added)
return false;
// If we have a device list in the map or asset, device
// must be in list.
var map = GetOrCreateActionMap();
var deviceList = map.devices;
if (deviceList != null && !deviceList.Value.ContainsReference(device))
return false;
return true;
}
internal InputBinding? FindEffectiveBindingMask()
{
if (m_BindingMask.HasValue)
return m_BindingMask;
if (m_ActionMap?.m_BindingMask != null)
return m_ActionMap.m_BindingMask;
return m_ActionMap?.m_Asset?.m_BindingMask;
}
internal int BindingIndexOnActionToBindingIndexOnMap(int indexOfBindingOnAction)
{
// We don't want to hit InputAction.bindings here as this requires setting up per-action
// binding info which we then nuke as part of the override process. Calling ApplyBindingOverride
// repeatedly with an index would thus cause the same data to be computed and thrown away
// over and over.
// Instead we manually search through the map's bindings to find the right binding index
// in the map.
var actionMap = GetOrCreateActionMap();
var bindingsInMap = actionMap.m_Bindings;
var bindingCountInMap = bindingsInMap.LengthSafe();
var actionName = name;
var currentBindingIndexOnAction = -1;
for (var i = 0; i < bindingCountInMap; ++i)
{
ref var binding = ref bindingsInMap[i];
if (!binding.TriggersAction(this))
continue;
++currentBindingIndexOnAction;
if (currentBindingIndexOnAction == indexOfBindingOnAction)
return i;
}
throw new ArgumentOutOfRangeException(nameof(indexOfBindingOnAction),
$"Binding index {indexOfBindingOnAction} is out of range for action '{this}' with {currentBindingIndexOnAction + 1} bindings");
}
internal int BindingIndexOnMapToBindingIndexOnAction(int indexOfBindingOnMap)
{
var actionMap = GetOrCreateActionMap();
var bindingsInMap = actionMap.m_Bindings;
var actionName = name;
var bindingIndexOnAction = 0;
for (var i = indexOfBindingOnMap - 1; i >= 0; --i)
{
ref var binding = ref bindingsInMap[i];
if (string.Compare(binding.action, actionName, StringComparison.InvariantCultureIgnoreCase) == 0 ||
binding.action == m_Id)
++bindingIndexOnAction;
}
return bindingIndexOnAction;
}
////TODO: make current event available in some form
////TODO: make source binding info available (binding index? binding instance?)
/// <summary>
/// Information provided to action callbacks about what triggered an action.
/// </summary>
/// <remarks>
/// <para>
/// The callback context represents the current state of an <see cref="action"/> associated with the callback
/// and provides information associated with the bound <see cref="control"/>, its value, and its
/// <see cref="phase"/>.
/// </para>
/// <para>
/// The callback context provides you with a way to consume events (push-based input) as part of an update when using
/// input action callback notifications. For example, <see cref="InputAction.started"/>,
/// <see cref="InputAction.performed"/>, <see cref="InputAction.canceled"/> rather than relying on
/// pull-based reading. Also see <a href="https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/RespondingToActions.html">
/// Responding To Actions</a> for additional information on differences between callbacks and polling.
/// </para>
/// <para>
/// Use this struct to read the current input value through any of the read-method overloads:
/// <see cref="ReadValue{T}()"/>, <see cref="ReadValueAsButton"/>,
/// <see cref="ReadValueAsObject()"/> or <see cref="ReadValue"/> (unsafe). If you don't know the expected value type,
/// you might need to check <see cref="valueType"/> before reading the value.
/// </para>
/// <para>
/// Use the <see cref="phase"/> property to get the current phase of the associated action or
/// evaluate it directly using any of the convenience methods <see cref="started"/>, <see cref="performed"/>,
/// <see cref="canceled"/>.
/// </para>
/// <para>
/// To obtain information about the current timestamp of the associated event, or to check when the event
/// started, use <see cref="time"/> or <see cref="startTime"/> respectively.
/// </para>
/// <para>
/// You should not use or keep this struct outside of the callback.
/// </para>
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
/// using UnityEngine.InputSystem.Interactions;
///
/// public class MyController : MonoBehaviour
/// {
/// [SerializeField] InputActionReference move;
/// [SerializeField] InputActionReference fire;
///
/// void Awake()
/// {
/// /// Receive notifications when move or fire actions are performed
/// move.action.performed += MovePerformed;
/// fire.action.performed += FirePerformed;
/// }
///
/// void OnEnable()
/// {
/// /// Enable actions as part of enabling this behavior.
/// move.action.Enable();
/// fire.action.Enable();
/// }
///
/// void OnDisable()
/// {
/// /// Disable actions as part of disabling this behavior.
/// move.action.Disable();
/// fire.action.Disable();
/// }
///
/// void MovePerformed(InputAction.CallbackContext context)
/// {
/// /// Read the current 2D vector value reported by the associated input action.
/// var direction = context.ReadValue&lt;Vector2&gt;();
/// Debug.Log("Move: " + direction * Time.deltaTime);
/// }
///
/// void FirePerformed(InputAction.CallbackContext context)
/// {
/// /// If underlying interaction is a slow-tap fire charged projectile, otherwise fire regular
/// /// projectile.
/// if (context.interaction is SlowTapInteraction)
/// Debug.Log("Fire charged projectile");
/// else
/// Debug.Log("Fire projectile");
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="performed"/>
/// <seealso cref="started"/>
/// <seealso cref="canceled"/>
/// <seealso cref="InputActionMap.actionTriggered"/>
public struct CallbackContext // Ideally would be a ref struct but couldn't use it in lambdas then.
{
internal InputActionState m_State;
internal int m_ActionIndex;
////REVIEW: there should probably be a mechanism for the user to be able to correlate
//// the callback to a specific binding on the action
private int actionIndex => m_ActionIndex;
private unsafe int bindingIndex => m_State.actionStates[actionIndex].bindingIndex;
private unsafe int controlIndex => m_State.actionStates[actionIndex].controlIndex;
private unsafe int interactionIndex => m_State.actionStates[actionIndex].interactionIndex;
/// <summary>
/// Current phase of the action. Equivalent to accessing <see cref="InputAction.phase"/>
/// on <see cref="action"/>.
/// </summary>
/// <value>Current phase of the action.</value>
/// <seealso cref="started"/>
/// <seealso cref="performed"/>
/// <seealso cref="canceled"/>
/// <seealso cref="InputAction.phase"/>
public unsafe InputActionPhase phase
{
get
{
if (m_State == null)
return InputActionPhase.Disabled;
return m_State.actionStates[actionIndex].phase;
}
}
/// <summary>
/// Whether the <see cref="action"/> has just been started.
/// </summary>
/// <remarks>If true, the action was just started.</remarks>
/// <seealso cref="InputAction.started"/>
public bool started => phase == InputActionPhase.Started;
/// <summary>
/// Whether the <see cref="action"/> has just been performed.
/// </summary>
/// <remarks>If true, the action was just performed.</remarks>
/// <seealso cref="InputAction.performed"/>
public bool performed => phase == InputActionPhase.Performed;
/// <summary>
/// Whether the <see cref="action"/> has just been canceled.
/// </summary>
/// <remarks>If true, the action was just canceled.</remarks>
/// <seealso cref="InputAction.canceled"/>
public bool canceled => phase == InputActionPhase.Canceled;
/// <summary>
/// The associated action that triggered the callback.
/// </summary>
public InputAction action => m_State?.GetActionOrNull(bindingIndex);
/// <summary>
/// The control that triggered the action.
/// </summary>
/// <remarks>
/// In case of a composite binding, this is the control of the composite that activated the
/// composite as a whole. For example, in case of a WASD-style binding, it could be the W key.
///
/// Note that an action may also change its <see cref="phase"/> in response to a timeout.
/// For example, a <see cref="Interactions.TapInteraction"/> will cancel itself if the
/// button control is not released within a certain time. When this happens, the <c>control</c>
/// property will be the control that last fed input into the action.
/// </remarks>
/// <seealso cref="InputAction.controls"/>
/// <seealso cref="InputBinding.path"/>
public InputControl control => m_State?.controls[controlIndex];
/// <summary>
/// The interaction that triggered the action or <c>null</c> if the binding that triggered does not
/// have any particular interaction set on it.
/// </summary>
/// <remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
/// using UnityEngine.InputSystem.Interactions;
///
/// class Example : MonoBehaviour
/// {
/// public InputActionReference fire;
///
/// public void Awake()
/// {
/// fire.action.performed += FirePerformed;
/// }
///
/// void OnEnable() => fire.action.Enable();
/// void OnDisable() => fire.action.Disable();
///
/// void FirePerformed(InputAction.CallbackContext context)
/// {
/// /// If SlowTap interaction was performed, perform a charged
/// /// firing. Otherwise, fire normally.
/// if (context.interaction is SlowTapInteraction)
/// Debug.Log("Fire charged projectile");
/// else
/// Debug.Log("Fire projectile");
/// }
/// }
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.interactions"/>
/// <seealso cref="InputAction.interactions"/>
public IInputInteraction interaction
{
get
{
if (m_State == null)
return null;
var index = interactionIndex;
if (index == InputActionState.kInvalidIndex)
return null;
return m_State.interactions[index];
}
}
/// <summary>
/// The time at which the action got triggered.
/// </summary>
/// <remarks>
/// Time is relative to <see cref="UnityEngine.Time.realtimeSinceStartup"/> at which the action got
/// triggered.
///
/// This is usually determined by the timestamp of the input event that activated a control
/// bound to the action. What this means is that this is normally <em>not</em> the
/// value of <c>Time.realtimeSinceStartup</c> when the input system calls the
/// callback but rather the time at which the input was generated that triggered
/// the action.
/// </remarks>
/// <seealso cref="InputEvent.time"/>
public unsafe double time
{
get
{
if (m_State == null)
return 0;
return m_State.actionStates[actionIndex].time;
}
}
/// <summary>
/// Time at which the action was <see cref="started"/> with relation to <c>Time.realtimeSinceStartup</c>.
/// </summary>
/// <remarks>
/// This is only relevant for actions that go through distinct a <see cref="InputActionPhase.Started"/>
/// cycle as driven by <see cref="IInputInteraction">interactions</see>.
///
/// The value of this property is that of <see cref="time"/> when <see
/// cref="InputAction.started"/> was called. See the <see cref="time"/>
/// property for how the timestamp works.
/// </remarks>
public unsafe double startTime
{
get
{
if (m_State == null)
return 0;
return m_State.actionStates[actionIndex].startTime;
}
}
/// <summary>
/// Time difference between <see cref="time"/> and <see cref="startTime"/>.
/// </summary>
/// <remarks>
/// This property can be used, for example, to determine how long a button
/// was held down.
/// </remarks>
/// <example>
/// <code>
/// // Let's create a button action bound to the A button
/// // on the gamepad.
/// var action = new InputAction(
/// type: InputActionType.Button,
/// binding: "&lt;Gamepad&gt;/buttonSouth");
///
/// // When the action is performed (which will happen when the
/// // button is pressed and then released) we take the duration
/// // of the press to determine how many projectiles to spawn.
/// action.performed +=
/// context =>
/// {
/// const float kSpawnRate = 3; // 3 projectiles per second
/// var projectileCount = kSpawnRate * context.duration;
/// for (var i = 0; i &lt; projectileCount; ++i)
/// {
/// var projectile = UnityEngine.Object.Instantiate(projectile);
/// // Apply other changes to the projectile...
/// }
/// };
/// </code>
/// </example>
public double duration => time - startTime;
/// <summary>
/// Type of value returned by <see cref="ReadValueAsObject"/> and expected
/// by <see cref="ReadValue{TValue}"/>.
/// </summary>
/// <remarks>
/// The type of value returned by an action is usually determined by the
/// <see cref="InputControl"/> that triggered the action, i.e. by the
/// control referenced from <see cref="control"/>. However, if the binding that
/// triggered is a composite, then the composite will determine values and
/// not the individual control that triggered (that one just feeds values into the composite).
/// </remarks>
/// <seealso cref="InputControl.valueType"/>
/// <seealso cref="InputBindingComposite.valueType"/>
/// <seealso cref="activeValueType"/>
public Type valueType => m_State?.GetValueType(bindingIndex, controlIndex);
/// <summary>
/// Size of values returned by <see cref="ReadValue(void*,int)"/> in bytes.
/// </summary>
/// <remarks>
/// <para>
/// All input values passed around by the system are required to be "blittable",
/// i.e. they cannot contain references, cannot be heap objects themselves, and
/// must be trivially mem-copyable. This means that any value can be read out
/// and retained in a raw byte buffer.
/// </para>
/// <para>
/// The value of this property determines how many bytes will be written
/// by <see cref="ReadValue(void*,int)"/>.
/// </para>
/// <para>
/// This property indirectly maps to the value of <see cref="InputControl.valueSizeInBytes"/> or
/// <see cref="InputBindingComposite{TValue}.valueSizeInBytes"/>.
/// </para>
/// </remarks>
public int valueSizeInBytes
{
get
{
if (m_State == null)
return 0;
return m_State.GetValueSizeInBytes(bindingIndex, controlIndex);
}
}
/// <summary>
/// Read the value of the action as a raw byte buffer.
/// </summary>
/// <param name="buffer">Memory buffer to read the value into.</param>
/// <param name="bufferSize">Size of buffer allocated at <paramref name="buffer"/>. Must be
/// at least <see cref="valueSizeInBytes"/>.</param>
/// <remarks>
/// This allows reading values without having to know value types but also,
/// unlike <see cref="ReadValueAsObject"/>, without allocating GC heap memory.
/// </remarks>
/// <example>
/// <code>
/// // Read a Vector2 using the raw memory ReadValue API.
/// // Here we just read into a local variable which we could
/// // just as well (and more easily) do using ReadValue&lt;Vector2&gt;.
/// // Still, it serves as a demonstration for how the API
/// // operates in general.
/// unsafe
/// {
/// var value = default(Vector2);
/// var valuePtr = UnsafeUtility.AddressOf(ref value);
/// context.ReadValue(buffer, UnsafeUtility.SizeOf&lt;Vector2&gt;());
/// }
/// </code>
/// </example>
/// <exception cref="ArgumentNullException"><paramref name="buffer"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException"><paramref name="bufferSize"/> is too small.</exception>
/// <seealso cref="InputControlExtensions.ReadValueIntoBuffer"/>
/// <seealso cref="InputAction.ReadValue{TValue}"/>
/// <seealso cref="ReadValue{TValue}"/>
public unsafe void ReadValue(void* buffer, int bufferSize)
{
if (buffer == null)
throw new ArgumentNullException(nameof(buffer));
if (m_State != null && phase.IsInProgress())
{
m_State.ReadValue(bindingIndex, controlIndex, buffer, bufferSize);
}
else
{
var valueSize = valueSizeInBytes;
if (bufferSize < valueSize)
throw new ArgumentException(
$"Expected buffer of at least {valueSize} bytes but got buffer of only {bufferSize} bytes", nameof(bufferSize));
UnsafeUtility.MemClear(buffer, valueSizeInBytes);
}
}
/// <summary>
/// Read the current value of the associated action.
/// </summary>
/// <typeparam name="TValue">Type of value to read. This must correspond to the
/// expected by either <see cref="control"/> or, if it is a composite, by the
/// <see cref="InputBindingComposite"/> in use.</typeparam>
/// <returns>The current value of type <typeparamref name="TValue"/> associated with the action.</returns>
/// <exception cref="InvalidOperationException">The given type <typeparamref name="TValue"/>
/// does not match the value type expected by the control or binding composite.</exception>
/// <seealso cref="InputAction.ReadValue{TValue}"/>
/// <seealso cref="ReadValue"/>
/// <seealso cref="ReadValueAsObject"/>
/// <remarks>
/// The following example shows how to read the current value of a specific type:
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class Example : MonoBehaviour
/// {
/// public InputActionReference move;
///
/// void Awake()
/// {
/// if (move.action != null)
/// {
/// move.action.performed += context =>
/// {
/// // Note: Assumes the underlying value type is Vector2.
/// Debug.Log($"Value is: {context.ReadValue&lt;Vector2&gt;()}");
/// };
/// }
/// }
///
/// void OnEnable()
/// {
/// move.action.Enable();
/// }
///
/// void OnDisable()
/// {
/// move.action.Disable();
/// }
/// }
/// </code>
/// </example>
public TValue ReadValue<TValue>()
where TValue : struct
{
var value = default(TValue);
if (m_State != null)
{
value = phase.IsInProgress() ?
m_State.ReadValue<TValue>(bindingIndex, controlIndex) :
m_State.ApplyProcessors(bindingIndex, value);
}
return value;
}
/// <summary>
/// Read the current value of the action as a <c>float</c> and return true if it is equal to
/// or greater than the button press threshold.
/// </summary>
/// <returns>True if the action is considered in "pressed" state, false otherwise.</returns>
/// <remarks>
/// The same press rules as <see cref="IsPressed"/> apply; see that method's remarks.
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class Example : MonoBehaviour
/// {
/// public InputActionReference fire;
///
/// void Awake()
/// {
/// if (fire.action != null)
/// {
/// fire.action.performed += context =>
/// {
/// // ReadValueAsButton attempts to interpret the value as a button.
/// Debug.Log($"Is firing: {context.ReadValueAsButton()}");
/// };
/// }
/// }
///
/// void OnEnable()
/// {
/// fire.action.Enable();
/// }
///
/// void OnDisable()
/// {
/// fire.action.Disable();
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="InputSettings.defaultButtonPressPoint"/>
/// <seealso cref="ButtonControl.pressPoint"/>
public bool ReadValueAsButton()
{
var value = false;
if (m_State != null && phase.IsInProgress())
value = m_State.ReadValueAsButton(bindingIndex, controlIndex);
return value;
}
/// <summary>
/// Same as <see cref="ReadValue{TValue}"/> except that it is not necessary to know the type of the value
/// at compile time.
/// </summary>
/// <returns>The current value from the binding that triggered the action or <c>null</c> if the action
/// is not currently in progress.</returns>
/// <remarks>
/// This method allocates GC heap memory due to boxing. Using it during normal gameplay will lead
/// to frame-rate instabilities.
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class Example : MonoBehaviour
/// {
/// public InputActionReference move;
///
/// void Awake()
/// {
/// if (move.action != null)
/// {
/// move.action.performed += context =>
/// {
/// // ReadValueAsObject allows reading the associated value as a boxed reference type.
/// object obj = context.ReadValueAsObject();
/// if (obj is Vector2)
/// Debug.Log($"Current value is Vector2 type: {obj}");
/// else
/// Debug.Log($"Current value is of another type: {context.valueType}");
/// };
/// }
/// }
///
/// void OnEnable()
/// {
/// move.action.Enable();
/// }
///
/// void OnDisable()
/// {
/// move.action.Disable();
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="ReadValue{TValue}"/>
/// <seealso cref="InputAction.ReadValueAsObject"/>
public object ReadValueAsObject()
{
if (m_State != null && phase.IsInProgress())
return m_State.ReadValueAsObject(bindingIndex, controlIndex);
return null;
}
/// <summary>
/// Return a string representation of the context useful for debugging.
/// </summary>
/// <returns>String representation of the context.</returns>
/// <remarks>
/// The following example illustrates how to log callback context to console when a callback is received
/// for debugging purposes:
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
///
/// public class Example : MonoBehaviour
/// {
/// public InputActionReference move;
///
/// void Awake()
/// {
/// if (move.action != null)
/// {
/// move.action.performed += context =>
/// {
/// // Outputs the associated callback context in its textual representation which may
/// // be useful for debugging purposes.
/// Debug.Log(context.ToString());
/// };
/// }
/// }
///
/// void OnEnable() => move.action.Enable();
/// void OnDisable() => move.action.Disable();
/// }
/// </code>
/// </example>
public override string ToString()
{
return $"{{ action={action} phase={phase} time={time} control={control} value={ReadValueAsObject()} interaction={interaction} }}";
}
}
}
}