using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
///
/// An input button reader based on another and holds it true until falling below a lower release threshold.
/// Useful with hand interaction because the bool select value can bounce when the hand is near the tight internal threshold,
/// so using this will keep the pinch true until moving the fingers much further away than the pinch activation threshold.
///
[DefaultExecutionOrder(XRInteractionUpdateOrder.k_XRInputDeviceButtonReader)]
public class ReleaseThresholdButtonReader : MonoBehaviour, IXRInputButtonReader
{
[SerializeField]
[Tooltip("The source input that this component reads to create a processed button value.")]
XRInputButtonReader m_ValueInput = new XRInputButtonReader("Value");
///
/// The source input that this component reads to create a processed button value.
///
public XRInputButtonReader valueInput
{
get => m_ValueInput;
set => XRInputReaderUtility.SetInputProperty(ref m_ValueInput, value, this);
}
[SerializeField]
[Tooltip("The threshold value to use to determine when the button is pressed. Considered pressed equal to or greater than this value.")]
[Range(0f, 1f)]
float m_PressThreshold = 0.8f;
///
/// The threshold value to use to determine when the button is pressed. Considered pressed equal to or greater than this value.
///
///
/// This reader will also be considered performed if the source input is performed.
///
public float pressThreshold
{
get => m_PressThreshold;
set => m_PressThreshold = value;
}
[SerializeField]
[Tooltip("The threshold value to use to determine when the button is released when it was previously pressed. Keeps being pressed until falls back to a value of or below this value.")]
[Range(0f, 1f)]
float m_ReleaseThreshold = 0.25f;
///
/// The threshold value to use to determine when the button is released when it was previously pressed.
/// Keeps being pressed until falls back to a value of or below this value.
///
///
/// This reader will still be considered performed if the source input is still performed
/// when this threshold is reached.
///
public float releaseThreshold
{
get => m_ReleaseThreshold;
set => m_ReleaseThreshold = value;
}
bool m_IsPerformed;
bool m_WasPerformedThisFrame;
bool m_WasCompletedThisFrame;
///
/// See .
///
void OnEnable()
{
m_ValueInput?.EnableDirectActionIfModeUsed();
}
///
/// See .
///
void OnDisable()
{
m_ValueInput?.DisableDirectActionIfModeUsed();
}
///
/// See .
///
void Update()
{
// Go true when either the press threshold is reached or the bool is already performed.
// Only drop back to false when the release threshold is reached and the bool is no longer performed.
var prevPerformed = m_IsPerformed;
var pressAmount = m_ValueInput.ReadValue();
bool newValue;
if (prevPerformed)
newValue = pressAmount > m_ReleaseThreshold || m_ValueInput.ReadIsPerformed();
else
newValue = pressAmount >= m_PressThreshold || m_ValueInput.ReadIsPerformed();
m_IsPerformed = newValue;
m_WasPerformedThisFrame = !prevPerformed && m_IsPerformed;
m_WasCompletedThisFrame = prevPerformed && !m_IsPerformed;
}
///
public bool ReadIsPerformed()
{
return m_IsPerformed;
}
///
public bool ReadWasPerformedThisFrame()
{
return m_WasPerformedThisFrame;
}
///
public bool ReadWasCompletedThisFrame()
{
return m_WasCompletedThisFrame;
}
///
public float ReadValue()
{
return m_ValueInput.ReadValue();
}
///
public bool TryReadValue(out float value)
{
return m_ValueInput.TryReadValue(out value);
}
}
}