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