91 lines
3.8 KiB
C#
91 lines
3.8 KiB
C#
using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Controls;
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namespace UnityEngine.InputSystem.Interactions
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{
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/// <summary>
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/// Performs the action if the control is pressed and released within the set
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/// duration (which defaults to <see cref="InputSettings.defaultTapTime"/>)
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/// and then released.
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/// </summary>
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[DisplayName("Tap")]
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public class TapInteraction : IInputInteraction
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{
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////REVIEW: this should be called tapTime
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/// <summary>
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/// The time in seconds within which the control needs to be pressed and released to perform the interaction.
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/// </summary>
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/// <remarks>
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/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultTapTime"/>) instead.
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/// </remarks>
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public float duration;
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/// <summary>
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/// The press point required to perform the interaction.
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/// </summary>
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/// <remarks>
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/// For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this
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/// value to perform the interaction.
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/// If this value is equal to or smaller than zero, the input system will use (<see cref="InputSettings.defaultButtonPressPoint"/>) instead.
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/// </remarks>
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public float pressPoint;
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private float durationOrDefault => duration > 0.0 ? duration : InputSystem.settings.defaultTapTime;
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private float pressPointOrDefault => pressPoint > 0 ? pressPoint : ButtonControl.s_GlobalDefaultButtonPressPoint;
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private float releasePointOrDefault => pressPointOrDefault * ButtonControl.s_GlobalDefaultButtonReleaseThreshold;
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private double m_TapStartTime;
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bool canceledFromTimerExpired;
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////TODO: make sure 2d doesn't move too far
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public void Process(ref InputInteractionContext context)
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{
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if (context.timerHasExpired)
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{
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context.Canceled();
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// Cache the fact that we canceled the interaction due to a timer expiration.
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canceledFromTimerExpired = true;
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return;
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}
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// Check if the control is actuated but avoid starting the interaction if it was canceled due to a timeout.
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// Otherwise, we would start the interaction again immediately after it is canceled due to timeout,
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// particularly in analog controls such as Gamepad stick or triggers. (ISXB-627)
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if (context.isWaiting && context.ControlIsActuated(pressPointOrDefault) && !canceledFromTimerExpired)
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{
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m_TapStartTime = context.time;
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// Set timeout slightly after duration so that if tap comes in exactly at the expiration
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// time, it still counts as a valid tap.
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context.Started();
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context.SetTimeout(durationOrDefault + 0.00001f);
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return;
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}
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if (context.isStarted && !context.ControlIsActuated(releasePointOrDefault))
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{
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if (context.time - m_TapStartTime <= durationOrDefault)
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{
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context.Performed();
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}
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else
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{
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////REVIEW: does it matter to cancel right after expiration of 'duration' or is it enough to cancel on button up like here?
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context.Canceled();
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}
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}
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// Once the control is released, we allow the interaction to be started again.
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if (!context.ControlIsActuated(releasePointOrDefault))
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{
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canceledFromTimerExpired = false;
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}
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}
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public void Reset()
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{
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m_TapStartTime = 0;
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}
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}
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}
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