diff --git a/Assets/Samples/InGameHints/InGameHintsActions.cs b/Assets/Samples/InGameHints/InGameHintsActions.cs index 2e8cdddb64..b9631c9a8a 100644 --- a/Assets/Samples/InGameHints/InGameHintsActions.cs +++ b/Assets/Samples/InGameHints/InGameHintsActions.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Samples/InGameHints/InGameHintsActions.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Assets/Samples/RebindingUI/ActionLabel.cs b/Assets/Samples/RebindingUI/ActionLabel.cs new file mode 100644 index 0000000000..53b17ba7eb --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabel.cs @@ -0,0 +1,161 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Events; +using UnityEngine.UI; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + public class ActionLabel : MonoBehaviour + { + [Tooltip("Reference to action that is to be rebound from the UI.")] + [SerializeField] + private InputActionReference m_Action; + + [SerializeField] + private string m_BindingId; + + [SerializeField] + private InputBinding.DisplayStringOptions m_DisplayStringOptions; + + [Tooltip("Text label that will receive the current, formatted binding string.")] + [SerializeField] + private Text m_BindingText; + + [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + + "bindings in custom ways, e.g. using images instead of text.")] + [SerializeField] + private UpdateBindingUIEvent m_UpdateBindingUIEvent; + + private static List s_InputActionUIs; + + /// + /// Reference to the action that is to be rebound. + /// + public InputActionReference actionReference + { + get => m_Action; + set + { + m_Action = value; + UpdateBindingDisplay(); + } + } + + /// + /// ID (in string form) of the binding that is to be rebound on the action. + /// + /// + public string bindingId + { + get => m_BindingId; + set + { + m_BindingId = value; + UpdateBindingDisplay(); + } + } + + /// + /// Text component that receives the display string of the binding. Can be null in which + /// case the component entirely relies on . + /// + public Text bindingText + { + get => m_BindingText; + set + { + m_BindingText = value; + UpdateBindingDisplay(); + } + } + + /// + /// Display options for the binding. + /// + public InputBinding.DisplayStringOptions displayStringOptions + { + get => m_DisplayStringOptions; + set + { + m_DisplayStringOptions = value; + UpdateBindingDisplay(); + } + } + + /// + /// Trigger a refresh of the currently displayed binding. + /// + public void UpdateBindingDisplay() + { + var displayString = string.Empty; + var deviceLayoutName = default(string); + var controlPath = default(string); + + // Get display string from action. + var action = m_Action?.action; + if (action != null) + { + var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId); + if (bindingIndex != -1) + displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions); + } + + // Set on label (if any). + if (m_BindingText != null) + m_BindingText.text = displayString; + + // Give listeners a chance to configure UI in response. + m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath); + } + + protected void OnEnable() + { + if (s_InputActionUIs == null) + s_InputActionUIs = new List(); + s_InputActionUIs.Add(this); + if (s_InputActionUIs.Count == 1) + InputSystem.onActionChange += OnActionChange; + UpdateBindingDisplay(); + } + + protected void OnDisable() + { + s_InputActionUIs.Remove(this); + if (s_InputActionUIs.Count == 0) + { + s_InputActionUIs = null; + InputSystem.onActionChange -= OnActionChange; + } + } + + // When the action system re-resolves bindings, we want to update our UI in response + // to show the currently relevant binding. + private static void OnActionChange(object obj, InputActionChange change) + { + if (change != InputActionChange.BoundControlsChanged) + return; + + var action = obj as InputAction; + var actionMap = action?.actionMap ?? obj as InputActionMap; + var actionAsset = actionMap?.asset ?? obj as InputActionAsset; + + for (var i = 0; i < s_InputActionUIs.Count; ++i) + { + var component = s_InputActionUIs[i]; + var referencedAction = component.actionReference?.action; + if (referencedAction == null) + continue; + + if (referencedAction == action || + referencedAction.actionMap == actionMap || + referencedAction.actionMap?.asset == actionAsset) + component.UpdateBindingDisplay(); + } + } + } + + [Serializable] + public class UpdateBindingUIEvent : UnityEvent + { + } +} diff --git a/Assets/Samples/RebindingUI/ActionLabel.cs.meta b/Assets/Samples/RebindingUI/ActionLabel.cs.meta new file mode 100644 index 0000000000..ee722655b6 --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e486f50f3398f47b5a0a6b8f3270fc7e \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/ActionLabelEditor.cs b/Assets/Samples/RebindingUI/ActionLabelEditor.cs new file mode 100644 index 0000000000..8e491b9156 --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabelEditor.cs @@ -0,0 +1,162 @@ +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; + +////TODO: support multi-object editing + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A custom inspector for which provides a more convenient way for + /// picking the binding which to rebind. + /// + [CustomEditor(typeof(ActionLabel))] + public class ActionLabelEditor : UnityEditor.Editor + { + protected void OnEnable() + { + m_ActionProperty = serializedObject.FindProperty("m_Action"); + m_BindingIdProperty = serializedObject.FindProperty("m_BindingId"); + m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); + m_DisplayStringOptionsProperty = serializedObject.FindProperty("m_DisplayStringOptions"); + m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); + + RefreshBindingOptions(); + } + + public override void OnInspectorGUI() + { + EditorGUI.BeginChangeCheck(); + + // Binding section. + EditorGUILayout.LabelField(m_BindingLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_ActionProperty); + + var newSelectedBinding = EditorGUILayout.Popup(m_BindingLabel, m_SelectedBindingOption, m_BindingOptions); + if (newSelectedBinding != m_SelectedBindingOption) + { + var bindingId = m_BindingOptionValues[newSelectedBinding]; + m_BindingIdProperty.stringValue = bindingId; + m_SelectedBindingOption = newSelectedBinding; + } + + var optionsOld = (InputBinding.DisplayStringOptions)m_DisplayStringOptionsProperty.intValue; + var optionsNew = (InputBinding.DisplayStringOptions)EditorGUILayout.EnumFlagsField(m_DisplayOptionsLabel, optionsOld); + if (optionsOld != optionsNew) + m_DisplayStringOptionsProperty.intValue = (int)optionsNew; + } + + // UI section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_UILabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_BindingTextProperty); + } + + // Events section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_UpdateBindingUIEventProperty); + } + + if (EditorGUI.EndChangeCheck()) + { + serializedObject.ApplyModifiedProperties(); + RefreshBindingOptions(); + } + } + + protected void RefreshBindingOptions() + { + var actionReference = (InputActionReference)m_ActionProperty.objectReferenceValue; + var action = actionReference?.action; + + if (action == null) + { + m_BindingOptions = new GUIContent[0]; + m_BindingOptionValues = new string[0]; + m_SelectedBindingOption = -1; + return; + } + + var bindings = action.bindings; + var bindingCount = bindings.Count; + + m_BindingOptions = new GUIContent[bindingCount]; + m_BindingOptionValues = new string[bindingCount]; + m_SelectedBindingOption = -1; + + var currentBindingId = m_BindingIdProperty.stringValue; + for (var i = 0; i < bindingCount; ++i) + { + var binding = bindings[i]; + var bindingId = binding.id.ToString(); + var haveBindingGroups = !string.IsNullOrEmpty(binding.groups); + + // If we don't have a binding groups (control schemes), show the device that if there are, for example, + // there are two bindings with the display string "A", the user can see that one is for the keyboard + // and the other for the gamepad. + var displayOptions = + InputBinding.DisplayStringOptions.DontUseShortDisplayNames | InputBinding.DisplayStringOptions.IgnoreBindingOverrides; + if (!haveBindingGroups) + displayOptions |= InputBinding.DisplayStringOptions.DontOmitDevice; + + // Create display string. + var displayString = action.GetBindingDisplayString(i, displayOptions); + + // If binding is part of a composite, include the part name. + if (binding.isPartOfComposite) + displayString = $"{ObjectNames.NicifyVariableName(binding.name)}: {displayString}"; + + // Some composites use '/' as a separator. When used in popup, this will lead to to submenus. Prevent + // by instead using a backlash. + displayString = displayString.Replace('/', '\\'); + + // If the binding is part of control schemes, mention them. + if (haveBindingGroups) + { + var asset = action.actionMap?.asset; + if (asset != null) + { + var controlSchemes = string.Join(", ", + binding.groups.Split(InputBinding.Separator) + .Select(x => asset.controlSchemes.FirstOrDefault(c => c.bindingGroup == x).name)); + + displayString = $"{displayString} ({controlSchemes})"; + } + } + + m_BindingOptions[i] = new GUIContent(displayString); + m_BindingOptionValues[i] = bindingId; + + if (currentBindingId == bindingId) + m_SelectedBindingOption = i; + } + } + + private SerializedProperty m_ActionProperty; + private SerializedProperty m_BindingIdProperty; + private SerializedProperty m_BindingTextProperty; + private SerializedProperty m_UpdateBindingUIEventProperty; + private SerializedProperty m_DisplayStringOptionsProperty; + + private GUIContent m_BindingLabel = new GUIContent("Binding"); + private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options"); + private GUIContent m_UILabel = new GUIContent("UI"); + private GUIContent m_EventsLabel = new GUIContent("Events"); + private GUIContent[] m_BindingOptions; + private string[] m_BindingOptionValues; + private int m_SelectedBindingOption; + + private static class Styles + { + public static GUIStyle boldLabel = new GUIStyle("MiniBoldLabel"); + } + } +} +#endif diff --git a/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta b/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta new file mode 100644 index 0000000000..9613e8a16d --- /dev/null +++ b/Assets/Samples/RebindingUI/ActionLabelEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 00bbef538999c4fd182f7ebad42ea0f1 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs new file mode 100644 index 0000000000..8f7174d003 --- /dev/null +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs @@ -0,0 +1,51 @@ +using UnityEngine.EventSystems; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Simple utility that modifies a referenced CanvasGroup while being active. + /// + public class CanvasGroupModifier : MonoBehaviour + { + [Tooltip("The Canvas Group to be modified while this component is active")] + public CanvasGroup canvasGroup; + + [Tooltip("The interactable setting to use for the Canvas Group while this component is active")] + public bool interactable = false; + + private bool m_SavedInteractable; + private GameObject m_SelectedObject; + + private void OnEnable() + { + if (canvasGroup != null) + { + // Store selection to make sure it is not changed when switching "windows". + m_SelectedObject = EventSystem.current.currentSelectedGameObject; + + // Save current setting and override + m_SavedInteractable = canvasGroup.interactable; + canvasGroup.interactable = interactable; + } + } + + private void OnDisable() + { + if (canvasGroup != null) + { + // Restore previous setting. + canvasGroup.interactable = m_SavedInteractable; + + // Restore previous selection. + var eventSystem = EventSystem.current; + if (eventSystem != null) + { + if (m_SelectedObject != null) + eventSystem.SetSelectedGameObject(m_SelectedObject); + else if (EventSystem.current.currentSelectedGameObject == null) + eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); + } + } + } + } +} diff --git a/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta new file mode 100644 index 0000000000..1c8c191be4 --- /dev/null +++ b/Assets/Samples/RebindingUI/CanvasGroupModifier.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f694bb5379aca43c790706ceb4191b31 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game.meta b/Assets/Samples/RebindingUI/Game.meta new file mode 100644 index 0000000000..c805e4cd19 --- /dev/null +++ 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+ public IObjectPool pool; + [HideInInspector] public GameplayManager manager; + + private void OnCollisionEnter(Collision other) + { + // If we are hit by a bullet apply force + if (other.gameObject.GetComponent()) + { + manager.KillEnemy(); + manager.Explosion(animationTarget.transform, other.GetContact(0).point, 0.1f, explosionColor); + pool.Release(this); + } + } + + // Update is called once per frame + private void Update() + { + // Animate rotation + if (animationTarget) + { + animationTarget.transform.Rotate(Vector3.up, rotationSpeedX * Time.deltaTime, Space.World); + animationTarget.transform.Rotate(Vector3.right, rotationSpeedY * Time.deltaTime, Space.World); + } + + // Animate movement towards target + if (target) + transform.position += (target.position - transform.position).normalized * (Time.deltaTime * speed); + + // Handle enemies getting lost in the world and make them wrap-around + if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) + 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UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Component that integrates Input System actions with feedback effects. + /// + public class FeedbackController : MonoBehaviour + { + private const float kDefaultOutputFrequency = 10.0f; + private const float kDefaultOutputThrottleDelay = 1.0f / kDefaultOutputFrequency; + + [Header("Color Output")] + [Tooltip("The device color output frequency (Hz)")] + public float colorOutputFrequency = kDefaultOutputFrequency; + + [Header("Force Feedback Output")] + [Tooltip("The device rumble output frequency (Hz)")] + public float rumbleOutputFrequency = kDefaultOutputFrequency; + + /// + /// Gets or sets the target light color. + /// + public Color color { get; set; } + + /// + /// Gets or sets the strength of the rumble effect [0, 1]. + /// + public float rumble + { + get => m_Rumble; + set => m_Rumble = Mathf.Clamp01(value); + } + + /// + /// Records the device used to trigger an action. + /// + /// + /// This should be called during interaction to assist the feedback controller in understanding + /// what devices are currently in use to manage feedback across devices. + /// + /// The associated action that got triggered or cancelled. + public void RecordRecentDeviceFromAction(InputAction action) + { + var control = action.activeControl; + if (control == null) + return; + + var device = control.device; + var now = Time.realtimeSinceStartupAsDouble; + + // If this is a device we haven't seen before or a device coming back to being used we + // need to make sure we have applied target feedback to it. + var previouslyRegistered = s_RecentlyUsedDevices.ContainsKey(device); + if (!previouslyRegistered || (now - s_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds) + { + m_InvalidateLight = true; + m_InvalidateRumble = true; + } + + // Register device + s_RecentlyUsedDevices[device] = now; + s_MostRecentInputDevice = device; + } + + // Track recent controls used for light and haptic force feedback. + private const double kRecentThresholdSeconds = 3.0; + private static readonly Dictionary s_RecentlyUsedDevices = new Dictionary(); + private static InputDevice s_MostRecentInputDevice; + private bool m_InvalidateLight; + private bool m_InvalidateRumble; + + // Feedback constants + private static readonly Color NoLight = Color.black; + private const float kNoRumble = 0.0f; + + // Device I/O throttling + private double m_NextLightUpdateTime; + private Color m_DeviceColor = NoLight; + private double m_NextRumbleUpdateTime; + private float m_DeviceRumble; + private float m_Rumble; + + private void Awake() + { + // Initialize throttling times to allow direct update + var now = Time.realtimeSinceStartupAsDouble; + m_NextLightUpdateTime = now; + m_NextRumbleUpdateTime = now; + } + + private void OnEnable() + { + m_InvalidateLight = true; + m_InvalidateRumble = true; + } + + private void OnDisable() + { + // "Restore" rumble and light effects of any supported devices. + // Note: When disabling the component we skip throttling to make sure the value reaches the device. + ApplyRumble(kNoRumble); + ApplyLight(NoLight); + } + + private void Update() + { + var now = Time.realtimeSinceStartupAsDouble; + + if (DetectAbandonedDevices(now)) + m_InvalidateLight = m_InvalidateRumble = true; + + // Animate device color, note that we throttle this to avoid output congestion on device side. + // See https://jira.unity3d.com/browse/ISXB-1587 for why this workaround was added. + // If this ticket is resolved, frequency settings and this workaround may be removed. + if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color)) + { + m_InvalidateLight = false; + m_NextLightUpdateTime = ComputeNextUpdateTime(now, colorOutputFrequency); + ApplyLight(color); + } + + // Animate device rumble, note that we throttle this to avoid output congestion on device side. + // The else branch makes sure rumble effect is paused if user pauses with motors running. + // See https://jira.unity3d.com/browse/ISXB-1586 for why this workaround was added. + // If this ticket is resolved, frequency settings and this workaround may be removed. + if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble))) + { + m_InvalidateRumble = false; + m_NextRumbleUpdateTime = ComputeNextUpdateTime(now, rumbleOutputFrequency); + ApplyRumble(rumble); + } + } + + private void ApplyLight(Color colorValue) + { + m_DeviceColor = colorValue; + + // Note: There is currently no interface for light effects so we check type + // Always allow devices to go back to zero light, but only apply light if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (IsRecentlyUsed(gamepad, now)) + ApplyLightToDevice(gamepad, colorValue); + else + ApplyLightToDevice(gamepad, NoLight); + } + } + + private void ApplyLightToDevice(Gamepad device, Color value) + { + var dualShockGamepad = device as DualShockGamepad; + dualShockGamepad?.SetLightBarColor(value); + } + + private void ApplyRumble(float value) + { + m_DeviceRumble = value; + + // Note: Rumble is currently only supported by gamepads. + // Always allow devices to go back to zero rumble, but only apply rumble if device is recently used. + var now = Time.realtimeSinceStartupAsDouble; + foreach (var gamepad in Gamepad.all) + { + if (IsRecentlyUsed(gamepad, now)) + ApplyRumbleToDevice(gamepad, value); + else + ApplyRumbleToDevice(gamepad, kNoRumble); + } + } + + private void ApplyRumbleToDevice(Gamepad device, float value) + { + device.SetMotorSpeeds(value, 0.0f); + } + + // Note that we track recently used devices to manage feedback effects across devices. + // Note that this requires appropriate filtering, e.g. dead-zone filtering or relying on non-noisy controls + // for detection. + // We do this so that a player using a gamepad will receive feedback effects, but if the player puts + // down the gamepad and use e.g. keyboard/mouse instead, any feedback on gamepad is undesirable since it + // may be distracting. Also note that the gamepad might be used even though controls are stationary, e.g. + // holding fire button but not moving nor looking. + + private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStartup, + double thresholdSeconds = kRecentThresholdSeconds) + { + return s_MostRecentInputDevice == device || s_RecentlyUsedDevices.ContainsKey(device) && + (realtimeSinceStartup - s_RecentlyUsedDevices[device]) < thresholdSeconds; + } + + private static bool DetectAbandonedDevices(double realTimeSinceStartup) + { + bool removed; + var foundAtLeastOnePassiveDevice = false; + do + { + removed = false; + foreach (var pair in s_RecentlyUsedDevices) + { + // If device have not been used for a while and its not the most recently used device + if (realTimeSinceStartup - pair.Value < kRecentThresholdSeconds || + s_MostRecentInputDevice == pair.Key) + continue; + + // Remove and restart evaluation since invalidated iterators + s_RecentlyUsedDevices.Remove(pair.Key); + foundAtLeastOnePassiveDevice = true; + removed = true; + break; + } + } + while (removed); + + return foundAtLeastOnePassiveDevice; + } + + private static double ComputeNextUpdateTime(double now, float frequency) + { + var factor = frequency > 0.0 ? 1.0f / frequency : kDefaultOutputThrottleDelay; + return Math.Ceiling(now / factor) * factor; + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta b/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta new file mode 100644 index 0000000000..dcef16e587 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/FeedbackController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8ac9b43eedbd9426f94712efe5efc1ca diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs b/Assets/Samples/RebindingUI/Game/GameplayManager.cs new file mode 100644 index 0000000000..90eaaf4b62 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs @@ -0,0 +1,389 @@ +using System; +using UnityEngine.Pool; +using UnityEngine.SceneManagement; + +// This sample can be optimized with pooled explosions. + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + public class GameplayManager : MonoBehaviour + { + [Tooltip("The game camera")] + public Camera gameCamera; + + [Tooltip("The enemy spawn rate")] + public float enemySpawnRate = 1.0f; + + [Tooltip("The enemy spawn distance from center")] + public float spawnDistance = 10.0f; + + [Tooltip("The enemy prefab for the mini game")] + public GameObject enemy; + + [Tooltip("The explosion prefab for the mini game")] + public GameObject enemyExplosion; + + [Tooltip("The player prefab for the mini game")] + public GameObject player; + + /// + /// Returns the current game level. + /// + public int level { get; private set; } + + /// + /// Game state. + /// + public enum GameplayState + { + None, + StartLevel, + Playing, + CompleteLevel, + GameOver, + ResetGame, + } + + /// + /// Returns the current game state. + /// + public GameplayState state => m_GameplayState; + + /// + /// Event fired when game state changes. + /// + public event Action GameplayStateChanged; + + /// + /// Event fired when pause state changes. + /// + public event Action PauseChanged; + + private double m_TimeToNextSpawn; + private GameObject m_Player; + private ObjectPool m_EnemyPool; + + private float m_ShakeForce; + private float m_ShakeMaxForce; + private float m_ShakeDuration; + private double m_ShakeTime; + private Vector3 m_CameraPosition; + + private int m_RemainingEnemiesOnThisLevel; + private int m_EnemySpawnCount; + + private FeedbackController m_FeedbackController; + + private GameplayState m_GameplayState = GameplayState.None; + + private double m_EarliestTimeToChangeState; + + /// + /// Get/set whether the game is paused. + /// + public bool paused + { + get => Time.timeScale == 0.0f; + set + { + if ((value && Time.timeScale == 0.0f) || (!value && Time.timeScale != 0.0f)) + return; + + Time.timeScale = value ? 0.0f : 1.0f; + UpdateCursor(); + + PauseChanged?.Invoke(value); + } + } + + public void KillEnemy() + { + --m_RemainingEnemiesOnThisLevel; + } + + public void GameOver() + { + m_Player.SetActive(false); + m_NextGameplayState = GameplayState.GameOver; + } + + private void Shake(float duration, float amplitude) + { + m_ShakeMaxForce = amplitude; + m_ShakeForce = amplitude; + m_ShakeDuration = duration; + m_ShakeTime = Time.timeAsDouble; + } + + public void Explosion(Transform target, Vector3 position, float amplitude, Color color, Material material = null) + { + var obj = Instantiate(enemyExplosion); + obj.transform.position = target.position; + obj.transform.rotation = target.rotation; + + // If we are provided a material, use that for all debris + if (material != null) + { + var renderers = obj.GetComponentsInChildren(); + foreach (var childRenderer in renderers) + childRenderer.sharedMaterial = material; + } + + // Set explosion position + var exp = obj.GetComponent(); + exp.explosionPosition = position; + + // Modify the particle color + var particles = exp.GetComponent(); + ParticleSystem.MainModule main = particles.main; + main.startColor = color; + + Shake(duration: 0.4f, amplitude: amplitude); + } + + private static void WrapAround(ref float x, float min, float max) + { + if (x <= min) + x = max; + else if (x >= max) + x = min; + } + + internal bool IsInsideGameplayArea(Vector3 position, float margin = 0.8f) + { + if (!gameCamera || !gameCamera.orthographic) + return true; + + var orthoSize = gameCamera.orthographicSize; + var horizontalExtent = orthoSize * gameCamera.aspect; + return (position.x >= -horizontalExtent - margin) && + (position.x <= horizontalExtent + margin) && + (position.y >= -orthoSize - margin) && + (position.y <= orthoSize + margin); + } + + private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position, + out Vector3 result, float margin = 0.8f) + { + // Wrap around constraint x, y and teleport player if outside orthographic camera bounds + if (camera && camera.orthographic) + { + var orthoSize = camera.orthographicSize; + var horizontalExtent = orthoSize * camera.aspect; + var newPosition = position; + WrapAround(ref newPosition.x, -horizontalExtent - margin, horizontalExtent + margin); + WrapAround(ref newPosition.y, -orthoSize - margin, orthoSize + margin); + if (newPosition != position) + { + result = newPosition; + return true; + } + } + + result = position; + return false; + } + + internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f) + { + return TryTeleportOrthographicExtents(gameCamera, position, out result, margin); + } + + private void Awake() + { + m_FeedbackController = GetComponent(); + + m_EnemyPool = new ObjectPool( + createFunc: () => + { + var enemyComponent = Instantiate(enemy).GetComponent(); + enemyComponent.pool = m_EnemyPool; + enemyComponent.target = m_Player.transform; + enemyComponent.manager = this; + return enemyComponent; + }, + actionOnGet: (obj) => obj.gameObject.SetActive(true), + actionOnRelease: (obj) => obj.gameObject.SetActive(false), + actionOnDestroy: (obj) => Destroy(obj.gameObject)); + + m_CameraPosition = gameCamera.transform.position; + + m_EarliestTimeToChangeState = Time.timeAsDouble; + } + + private void Start() + { + // Instantiate and initialize the player + m_Player = Instantiate(player, transform, worldPositionStays: true); + var playerComponent = m_Player.GetComponent(); + playerComponent.manager = this; + + // Setup feedback controller + var playerController = m_Player.GetComponent(); + playerController.feedbackController = m_FeedbackController; + + // Delay first spawn so player has a chance to get ready + m_TimeToNextSpawn = 3.0f; + } + + private void OnEnable() + { + Application.focusChanged += OnApplicationFocusChanged; + paused = !Application.isFocused; + } + + private void OnDisable() + { + Application.focusChanged -= OnApplicationFocusChanged; + paused = true; + } + + private void OnApplicationFocusChanged(bool focus) + { + paused = !focus; + } + + void SpawnEnemy() + { + if (m_EnemySpawnCount == 0) + return; + + m_TimeToNextSpawn -= Time.deltaTime; + if (m_TimeToNextSpawn > 0.0f) + return; + + m_TimeToNextSpawn += enemySpawnRate; + --m_EnemySpawnCount; + + // Rent an enemy from the enemy pool + var enemyComponent = m_EnemyPool.Get(); + + // Make the enemy spawn on border of visible game area + var orthoSize = gameCamera.orthographicSize; + var horizontalExtent = orthoSize * gameCamera.aspect; + var axis = Random.Range(-1.0f, 1.0f); + var margin = 0.5f; + var random = Random.Range(0, 4); + switch (random) + { + case 0: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, orthoSize + margin, 0.0f); + break; + case 1: + enemyComponent.transform.position = new Vector3(axis * horizontalExtent, -orthoSize - margin, 0.0f); + break; + case 2: + enemyComponent.transform.position = new Vector3(-horizontalExtent - margin, axis * orthoSize, 0.0f); + break; + case 3: + enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f); + break; + } + } + + void AnimateCameraShake() + { + var time = Time.timeAsDouble; + var elapsed = (time - m_ShakeTime); + var t = m_ShakeDuration <= 0.0f ? 1.0f : elapsed / m_ShakeDuration; + m_ShakeForce = Mathf.Lerp(m_ShakeMaxForce, 0.0f, (float)t); + + var cameraShakeOffset = new Vector3( + m_ShakeForce * Mathf.Sin((float)time * 71.0f), + m_ShakeForce * Mathf.Sin((float)time * 53.0f + Mathf.PI / 3.0f), + 0f); + + gameCamera.transform.position = m_CameraPosition + cameraShakeOffset; + + // Apply shake to feedback controller if available + if (m_FeedbackController != null) + m_FeedbackController.rumble = m_ShakeForce; + } + + private GameplayState m_NextGameplayState = GameplayState.StartLevel; + + void Update() + { + var now = Time.time; + while (now >= m_EarliestTimeToChangeState && m_NextGameplayState != m_GameplayState) + { + m_EarliestTimeToChangeState = now; + + // Transition exit + switch (m_GameplayState) + { + case GameplayState.None: break; + case GameplayState.StartLevel: break; + case GameplayState.Playing: break; + case GameplayState.CompleteLevel: break; + case GameplayState.GameOver: + case GameplayState.ResetGame: break; + } + + m_GameplayState = m_NextGameplayState; + + // Transition enter + switch (m_NextGameplayState) + { + case GameplayState.None: + m_NextGameplayState = GameplayState.StartLevel; + break; + + case GameplayState.StartLevel: + m_EnemySpawnCount = 5 + (++level) * 2; + m_RemainingEnemiesOnThisLevel = m_EnemySpawnCount; + enemySpawnRate *= 0.9f; + + m_EarliestTimeToChangeState += 2.0; + m_NextGameplayState = GameplayState.Playing; + break; + + case GameplayState.Playing: + break; + + case GameplayState.CompleteLevel: + m_NextGameplayState = GameplayState.StartLevel; + break; + + case GameplayState.GameOver: + m_EarliestTimeToChangeState += 3.0; + m_NextGameplayState = GameplayState.ResetGame; + break; + + case GameplayState.ResetGame: + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + break; + } + + // Notify listeners about gameplay state being updated + GameplayStateChanged?.Invoke(m_GameplayState); + } + + // Spawn enemies while in playing state only + if (state == GameplayState.Playing) + { + if (m_RemainingEnemiesOnThisLevel == 0) + m_NextGameplayState = GameplayState.CompleteLevel; + else + SpawnEnemy(); + } + + // Always animate regardless of state + AnimateCameraShake(); + } + + void UpdateCursor() + { + if (paused) + { + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + else + { + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + } + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta b/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta new file mode 100644 index 0000000000..c17c14a230 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/GameplayManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 13c95923af8174931ad73d78d63413bc \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/Message.cs b/Assets/Samples/RebindingUI/Game/Message.cs new file mode 100644 index 0000000000..8aa2aa8539 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Message.cs @@ -0,0 +1,87 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A UI to show messages reflecting changes to gameplay state. + /// + public class Message : MonoBehaviour + { + [Tooltip("The associated gameplay manager.")] + public GameplayManager gameplayManager; + + [Tooltip("The associated UI root to hide/show.")] + public GameObject root; + + [Tooltip("The associated UI text to be altered to show messages.")] + public Text text; + + private Action m_TimeoutCallback; + + private void OnEnable() + { + // Monitor changes to gameplay state and game pause state. + gameplayManager.GameplayStateChanged += OnGameplayStateChanged; + gameplayManager.PauseChanged += OnPauseChanged; + + // Initialize + OnGameplayStateChanged(gameplayManager.state); + } + + private void OnDisable() + { + // Unsubscribe from monitoring gameplay and pause state. + gameplayManager.GameplayStateChanged += OnGameplayStateChanged; + gameplayManager.PauseChanged -= OnPauseChanged; + } + + private void OnPauseChanged(bool paused) + { + OnGameplayStateChanged(gameplayManager.state); + } + + private void Hide() + { + root.SetActive(false); + } + + private void Show(string message) + { + text.text = message; + root.SetActive(true); + } + + private void Show(string message, float duration) + { + Show(message); + } + + private void OnGameplayStateChanged(GameplayManager.GameplayState state) + { + if (gameplayManager.paused) + { + Show("PAUSED"); + return; + } + + switch (state) + { + case GameplayManager.GameplayState.None: + break; + case GameplayManager.GameplayState.StartLevel: + Show($"ROUND {gameplayManager.level}"); + break; + case GameplayManager.GameplayState.CompleteLevel: + break; + case GameplayManager.GameplayState.Playing: + Hide(); + break; + case GameplayManager.GameplayState.GameOver: + Show("GAME OVER"); + break; + } + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/Message.cs.meta b/Assets/Samples/RebindingUI/Game/Message.cs.meta new file mode 100644 index 0000000000..3624f73910 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Message.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8ab179ac572fd4ff5a2598d5878d962d \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/Player.cs b/Assets/Samples/RebindingUI/Game/Player.cs new file mode 100644 index 0000000000..b64593cefc --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/Player.cs @@ -0,0 +1,300 @@ +using System; +using UnityEngine.Pool; + +// Note: Error handling has been excluded from this script since not the main focus of example. + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + public class Player : MonoBehaviour + { + // Since since its expected to be assigned at run-time + [HideInInspector] + [Tooltip("The gameplay manager")] + public GameplayManager manager; + + [Tooltip("The fire object")] + public GameObject fireObject; + + [Tooltip("The omni-fire object")] + public GameObject omniFireObject; + + [Tooltip("The bullet/particle object")] + public GameObject particle; + + [Tooltip("The cannon belt")] + public GameObject belt; + + [Tooltip("The cannon barrel")] + public GameObject barrel; + + [Tooltip("The regular fire rate")] + public float fireRate = 0.25f; + + [Tooltip("The omni-fire rate")] + public float omniFireRate = 1.0f; + + [Tooltip("The change rate")] + public float changeRate = 1.0f; + + [Tooltip("List of color animation targets")] + public Renderer[] animatedRenderers; + + /// + /// Specifies whether the player is firing or not. + /// + public bool firing { get; set; } + + /// + /// The move vector of the player that specifies movement direction and magnitude. + /// + public Vector2 move { get; set; } + + /// + /// Get the current color of the player. + /// + /// Current color. + public Color GetColor() => GetColor(m_OmniFire); //m_Material != null ? m_Material.GetColor(Color1) : Color.black; + + /// + /// Request mode change. + /// + public void Change() + { + m_ChangeRequested = true; + } + + /// + /// Rotate the player by the given angle. + /// + /// Angle in degrees (additive). + public void Rotate(float angle) + { + m_RotationAngle += angle; + } + + private static readonly int Color1 = Shader.PropertyToID("_Color"); + + private Material m_Material; + private Vector3 m_TargetEulerAngles; + private Color m_TargetColor; + private Color m_Color; + private float m_TargetScale; + + private int m_ColorIndex; + private float m_TimeUntilNextFire; + private float m_TimeUntilNextChange; + private bool m_OmniFire; + private bool m_ChangeRequested; + + private float m_TargetBeltAngle; + private float m_BeltAngle; + private float m_BarrelPosition; + private float m_RotationAngle; + + private ObjectPool m_ObjectPool; + + private Rigidbody m_Rigidbody; + + private void Awake() + { + m_Rigidbody = GetComponent(); + + m_BarrelPosition = barrel.transform.localPosition.y; + + fireObject.transform.localScale = m_OmniFire ? Vector3.zero : Vector3.one; + omniFireObject.transform.localScale = m_OmniFire ? Vector3.one : Vector3.zero; + + m_TargetColor = GetColor(m_OmniFire); + } + + private void Start() + { + #if UNITY_EDITOR + // Note that this creates a instance (copy) of the material we want to animate. + // When then assign the instance to all tagged child renderers to benefit from + // batching and allow animating color without affecting the asset in editor. + foreach (var animatedRenderer in animatedRenderers) + { + if (animatedRenderer == null) + continue; + if (m_Material == null) + m_Material = animatedRenderer.material; + else + animatedRenderer.sharedMaterial = m_Material; + } + #else + // When not in editor we can safely modify the shared material without + // indirectly changing the source material. + m_Material = animatedRenderers[0].sharedMaterial; + #endif + + // Create an object pool for bullets/projectiles + m_ObjectPool = new ObjectPool( + createFunc: () => + { + var bullet = Instantiate(particle).GetComponent(); + bullet.Initialize(manager, m_ObjectPool); + return bullet; + }, + actionOnGet: (bullet) => bullet.gameObject.SetActive(true), + actionOnRelease: (bullet) => bullet.gameObject.SetActive(false), + actionOnDestroy: (bullet) => Destroy(bullet.gameObject)); + } + + private void OnEnable() + { + m_TimeUntilNextFire = 0.0f; + m_TimeUntilNextChange = 0.0f; + } + + private void UpdateFire(float deltaTime) + { + if (Throttle(ref m_TimeUntilNextFire, firing, deltaTime, m_OmniFire ? omniFireRate : fireRate)) + return; + + // Fire in all directions with 45 degree offset for each bullet + if (m_OmniFire) + { + for (var i = 0; i < 8; ++i) + FireBullet(Quaternion.AngleAxis(i * 45.0f, Vector3.forward) * transform.up); + return; + } + + // Else: Fire in forward direction + FireBullet(transform.up); + } + + private static bool Throttle(ref float remainingTime, bool condition, float deltaTime, float timeUntilNextEvent) + { + remainingTime -= deltaTime; + if (remainingTime > 0.0f) + return true; // Enough time has not elapsed + if (condition) + remainingTime += timeUntilNextEvent; + if (remainingTime < 0.0f) + remainingTime = 0.0f; + return !condition; + } + + private void FireBullet(Vector3 direction) + { + // Fire a single bullet in the direction of the player, approximately originating from the muzzle. + var bullet = m_ObjectPool.Get(); + bullet.direction = direction; + bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y); + + // Animate barrel to simulate recoil + var pos = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 0.2f, pos.z); + + // Rotate the belt for each fired round, simulated a reload + m_BeltAngle += 45.0f; + } + + private void UpdateChangeWeapon(float deltaTime) + { + if (Throttle(ref m_TimeUntilNextChange, m_ChangeRequested, deltaTime, changeRate)) + return; + m_ChangeRequested = false; + + // Change weapon, animate change, belt rotation, color + m_OmniFire = !m_OmniFire; + m_TargetScale = m_OmniFire ? 1.0f : 0.0f; + m_BeltAngle += 360.0f; + m_TargetColor = GetColor(m_OmniFire); + } + + private void UpdateRotate() + { + // We do not want to use physics for this rotation to give a more direct feel. + transform.Rotate(Vector3.forward, m_RotationAngle, Space.World); + + // Reset rotation angle and let it accumulate until next update. + m_RotationAngle = 0; + } + + private void OnCollisionEnter(Collision other) + { + // If we collide with an enemy + if (other.gameObject.GetComponent()) + { + // Create an explosion matching our current color + Color.RGBToHSV(GetColor(), out float h, out float s, out float v); + var explosionColor = Color.HSVToRGB(h, s * 0.5f, v); + manager.Explosion(transform, other.GetContact(0).point, 0.5f, explosionColor, m_Material); + + // End the game + manager.GameOver(); + } + } + + private void Update() + { + // Update game logic + var deltaTime = Time.deltaTime; + UpdateFire(deltaTime); + UpdateChangeWeapon(deltaTime); + UpdateRotate(); + if (manager.TryTeleportOrthographicExtents(transform.position, out var result)) + transform.position = result; + + // Animate + AnimateChangeWeapon(deltaTime); + AnimateFireWeapon(deltaTime); + AnimateColors(deltaTime); + } + + private void FixedUpdate() + { + // Use physics to animate player movement to get a feeling of inertia. + //var moveValue = move.action.ReadValue(); + var y = move.y; + if (y < 0.0f) + y *= 0.33f; + #if UNITY_6000_0_OR_NEWER + var velocityMagnitude = m_Rigidbody.linearVelocity.magnitude; + #else + var velocityMagnitude = m_Rigidbody.velocity.magnitude; + #endif + if (velocityMagnitude < 10.0f) + m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * move.x), ForceMode.Acceleration); + } + + private void AnimateChangeWeapon(float deltaTime) + { + // Animate scale of fire vs omni-fire to be the inverse of each other + var omniFireScale = Mathf.Lerp(omniFireObject.transform.localScale.x, m_TargetScale, deltaTime * 10.0f); + fireObject.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale); + omniFireObject.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale); + } + + private void AnimateFireWeapon(float deltaTime) + { + // Animate belt angle to simulate bullet reload + m_BeltAngle = Mathf.Lerp(m_BeltAngle, m_TargetBeltAngle, deltaTime * 10.0f); + belt.transform.localEulerAngles = new Vector3(0, m_BeltAngle, 0); + + // Animate barrel back to rest position after bullet has been fired + var localPosition = barrel.transform.localPosition; + barrel.transform.localPosition = new Vector3( + localPosition.x, + Mathf.Lerp(localPosition.y, m_BarrelPosition, deltaTime * 10.0f), + localPosition.z); + } + + private void AnimateColors(float deltaTime) + { + var color = Color.Lerp(m_Material.color, m_TargetColor, deltaTime * 2.0f); + if (color != GetColor()) + { + // Update material + m_Material.SetColor(Color1, color); + } + } + + private static Color GetColor(bool omniFire) + { + return omniFire ? 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b/Assets/Samples/RebindingUI/Game/Player.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0f92337866e254da99f12fd4390ecc7c +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs b/Assets/Samples/RebindingUI/Game/PlayerController.cs new file mode 100644 index 0000000000..25dd4355fb --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs @@ -0,0 +1,116 @@ +using System; +using System.Collections.Generic; +using UnityEngine.InputSystem.Controls; +using UnityEngine.InputSystem.DualShock; +using UnityEngine.InputSystem.XR; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Component that integrates Input System actions with the player object. + /// + [RequireComponent(typeof(Player))] + [DefaultExecutionOrder(-1)] // We need this to run before Player to avoid potential additional latency + public class PlayerController : MonoBehaviour + { + [Tooltip("The move action, must generate Vector2")] + public InputActionReference move; + + [Tooltip("The move action, must generate Vector2")] + public InputActionReference look; + + [Tooltip("The move action, must generate Button value")] + public InputActionReference fire; + + [Tooltip("The move action, must generate Button value")] + public InputActionReference change; + + [Tooltip("Feedback controller handling device feedback")] + public FeedbackController feedbackController; + + // Cached actions to avoid excessive memory allocation on binding callback functions + private Action m_OnFire; + private Action m_OnChange; + + // Required player reference + private Player m_Player; + + private const float kMouseSensitivity = 0.4f; + private const float kGamepadSensitivity = 1.0f; + + private void Awake() + { + // Get required player instance + m_Player = GetComponent(); + Debug.Assert(m_Player != null); + + // Create (and cache) actions + m_OnFire = OnFire; + m_OnChange = OnChange; + } + + private void OnEnable() + { + // Monitor button interaction via callbacks to not miss them. + fire.action.performed += m_OnFire; + change.action.performed += m_OnChange; + } + + private void OnDisable() + { + fire.action.performed -= m_OnFire; + change.action.performed -= m_OnChange; + + feedbackController.color = Color.black; + } + + private void OnFire(InputAction.CallbackContext context) + { + var isFiring = context.action.IsPressed(); + + if (isFiring) + feedbackController?.RecordRecentDeviceFromAction(context.action); + + m_Player.firing = isFiring; + } + + private void OnChange(InputAction.CallbackContext context) + { + feedbackController?.RecordRecentDeviceFromAction(context.action); + + m_Player.Change(); + } + + private void Update() + { + // Sample desired move direction and magnitude based on move input per update. + var moveValue = move.action.ReadValue(); + m_Player.move = moveValue; + if (moveValue.sqrMagnitude > 0.05f) + feedbackController?.RecordRecentDeviceFromAction(move); + + // Sample desired rotation angle based on look input per update: + // - If the underlying control is a relative control we should not scale with time, but rely + // on accumulated provided via action, e.g. accumulated (sum of) deltas since last update. + // - If the underlying control is absolute, we scale magnitude with elapsed time to sample + // the absolute state to behave like a per-update relative delta control. + if (look != null && look.action != null) + { + var lookValue = look.action.ReadValue(); + if (lookValue.sqrMagnitude > 0.05f) + feedbackController?.RecordRecentDeviceFromAction(look); + + var timeInvariant = look.action.activeControl is DeltaControl; + var scale = timeInvariant ? + 1.0f * kMouseSensitivity : + Time.deltaTime * 300.0f * kGamepadSensitivity; + var angle = lookValue.x * -1.0f * scale; + m_Player.Rotate(angle); + } + + // Let player color feedback on device when supported + if (feedbackController != null) + feedbackController.color = m_Player.GetColor(); + } + } +} diff --git a/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta b/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta new file mode 100644 index 0000000000..51b5cbea8c --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/PlayerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ecff6c5f10b3948158e8f9e2955d591a \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat b/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat new file mode 100644 index 0000000000..2989498974 --- /dev/null +++ b/Assets/Samples/RebindingUI/Game/PlayerMaterial.mat @@ -0,0 +1,85 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: PlayerMaterial + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, 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a/Assets/Samples/RebindingUI/GamepadIconsExample.cs b/Assets/Samples/RebindingUI/GamepadIconsExample.cs index 70b9ec4da0..8abc767a07 100644 --- a/Assets/Samples/RebindingUI/GamepadIconsExample.cs +++ b/Assets/Samples/RebindingUI/GamepadIconsExample.cs @@ -93,7 +93,9 @@ public Sprite GetSprite(string controlPath) case "start": return startButton; case "select": return selectButton; case "leftTrigger": return leftTrigger; + case "leftTriggerButton": return leftTrigger; case "rightTrigger": return rightTrigger; + case "rightTriggerButton": return rightTrigger; case "leftShoulder": return leftShoulder; case "rightShoulder": return rightShoulder; case "dpad": return dpad; diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs b/Assets/Samples/RebindingUI/InputActionIndicator.cs new file mode 100644 index 0000000000..f28f5aa554 --- /dev/null +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs @@ -0,0 +1,97 @@ +using System; +using UnityEngine.UI; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A simple visual indicator of action performed. + /// + /// Error handling have been excluded for simplicity. + [RequireComponent(typeof(Image))] + public class InputActionIndicator : MonoBehaviour + { + [Tooltip("Reference to the associated action to be visualized.")] + public InputActionReference action; + + [Tooltip("The color to show when the associated action is performed.")] + public Color activeColor = Color.green; + + [Tooltip("The color to show when the associated action has not been performed for the specified duration.")] + public Color inactiveColor = Color.black; + + [Tooltip("The color to show when the associated action is disabled")] + public Color disabledColor = Color.red; + + [Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")] + public float duration = 1.0f; + + public Image performedIndicator; + public Image pressedIndicator; + public Text label; + + private double m_RealTimeLastPerformed; + + private void OnEnable() + { + if (action != null && action.action != null) + action.action.performed += OnPerformed; + } + + private void OnDisable() + { + if (action != null && action.action != null) + action.action.performed -= OnPerformed; + } + + private void OnPerformed(InputAction.CallbackContext obj) + { + m_RealTimeLastPerformed = Time.realtimeSinceStartupAsDouble; + } + + private void Update() + { + if (action.action.enabled) + { + // Pulse active color if enabled and performed + var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed; + if (performedIndicator) + { + performedIndicator.color = duration <= 0.0f + ? inactiveColor + : Color.Lerp(inactiveColor, activeColor, + (float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration)); + } + + if (pressedIndicator) + pressedIndicator.color = action.action.IsPressed() ? activeColor : inactiveColor; + } + else + { + // Show disabled indicator if disabled + if (performedIndicator && performedIndicator.color != disabledColor) + performedIndicator.color = disabledColor; + if (pressedIndicator && pressedIndicator.color != disabledColor) + pressedIndicator.color = disabledColor; + } + } + + // Also update action label in edit-mode +#if UNITY_EDITOR + protected void OnValidate() + { + UpdateActionLabel(); + } + +#endif + + private void UpdateActionLabel() + { + if (label == null) + return; + if (action != null && action.action != null) + label.text = action.action.name; + else + label.text = string.Empty; + } + } +} diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.cs.meta b/Assets/Samples/RebindingUI/InputActionIndicator.cs.meta new file mode 100644 index 0000000000..1305f334b0 --- /dev/null +++ b/Assets/Samples/RebindingUI/InputActionIndicator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b5c8f13dfafeb5445b872565802d1e44 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/InputActionIndicator.prefab 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b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs new file mode 100644 index 0000000000..3e5cfdeb2c --- /dev/null +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs @@ -0,0 +1,105 @@ +using System; +using UnityEngine.Events; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// A simple component that deactivates a target when action is performed. + /// + /// + /// Note that this implementation do not handle action changing during run-time. + /// + public class InvokeUnityEvent : MonoBehaviour + { + [Tooltip("The input action that triggers the Unity event when performed.")] + [SerializeField] private InputActionReference m_Action; + + [Tooltip("The Unity event to be invoked when action is performed.")] + [SerializeField] private UnityEvent m_OnPerformed = new UnityEvent(); + + private Action m_OnActionPerformed; + private bool m_HaveRegisteredCallback = false; + + /// + /// Sets/gets the associated action that triggers the event. + /// + /// Registration and unregistration for event forwarding is handled automatically. + public InputActionReference action + { + get => m_Action; + set + { + if (m_Action == value) + return; + + Unregister(); + m_Action = value; + Register(); + } + } + + /// + /// Access or set the Unity event to be triggered when the action is performed. + /// + public UnityEvent onPerformed + { + get => m_OnPerformed; + set + { + if (m_OnPerformed == value) + return; + + // If we just change forwarding target there is no need to do any action. + // If this is the first time its set or we set it to null we invoke registration logic. + var manageRegistration = m_OnPerformed == null || value == null; + if (manageRegistration) + Unregister(); + m_OnPerformed = value; + if (manageRegistration) + Register(); + } + } + + private void Awake() + { + // Cache action ensuring no memory allocation occurs on registration of callback. + m_OnActionPerformed = OnActionPerformed; + } + + private void OnEnable() + { + // Register callback when component is enabled. + Register(); + } + + private void OnDisable() + { + // Unregister callback when component is disabled. + Unregister(); + } + + private void Register() + { + if (!m_HaveRegisteredCallback && m_OnPerformed != null && m_Action != null && m_Action.action != null) + { + action.action.performed += m_OnActionPerformed; + m_HaveRegisteredCallback = true; + } + } + + private void Unregister() + { + if (m_HaveRegisteredCallback && action != null && action.action != null) + { + action.action.performed -= m_OnActionPerformed; + m_HaveRegisteredCallback = false; + } + } + + private void OnActionPerformed(InputAction.CallbackContext context) + { + // Invoke associated callback when performed. + onPerformed?.Invoke(); + } + } +} diff --git a/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta new file mode 100644 index 0000000000..b3789f951d --- /dev/null +++ b/Assets/Samples/RebindingUI/InvokeUnityEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 83ad383eb7f4143f388de7a2a7e17738 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/README.md b/Assets/Samples/RebindingUI/README.md index dd71f2185b..373291438f 100644 --- a/Assets/Samples/RebindingUI/README.md +++ b/Assets/Samples/RebindingUI/README.md @@ -1,6 +1,8 @@ This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is [RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour` component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that can be used as a simple drop-in setup for rebinding an individual action. - To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). +To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). + +To demonstrate how to show dynamic texts based on input action bindings, see [ActionLabel](./ActionLabel.cs). Finally, the [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how to restore them from there. diff --git a/Assets/Samples/RebindingUI/RebindActionUI.cs b/Assets/Samples/RebindingUI/RebindActionUI.cs index f755919be6..7a48a2edf1 100644 --- a/Assets/Samples/RebindingUI/RebindActionUI.cs +++ b/Assets/Samples/RebindingUI/RebindActionUI.cs @@ -90,6 +90,26 @@ public Text rebindPrompt set => m_RebindText = value; } + /// + /// Optional text component that shows relevant information when waiting for a control to be actuated. + /// + /// + /// + public Text rebindInfo + { + get => m_RebindInfo; + set => m_RebindInfo = value; + } + + /// + /// Optional button to manually cancel rebinding while waiting. + /// + public Button rebindCancelButton + { + get => m_RebindCancelButton; + set => m_RebindCancelButton = value; + } + /// /// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind /// is finished. This is normally used to display an overlay over the current UI while the system is @@ -155,11 +175,11 @@ public InteractiveRebindEvent stopRebindEvent /// /// Return the action and binding index for the binding that is targeted by the component - /// according to + /// according to the binding ID property. /// - /// - /// - /// + /// The action returned by reference. + /// The binding index returned by reference. + /// true if able to resolve, otherwise false. public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex) { bindingIndex = -1; @@ -172,8 +192,8 @@ public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex return false; // Look up binding index. - var bindingId = new Guid(m_BindingId); - bindingIndex = action.bindings.IndexOf(x => x.id == bindingId); + var id = new Guid(m_BindingId); + bindingIndex = action.bindings.IndexOf(x => x.id == id); if (bindingIndex == -1) { Debug.LogError($"Cannot find binding with ID '{bindingId}' on '{action}'", this); @@ -256,13 +276,21 @@ private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool { m_RebindOperation?.Cancel(); // Will null out m_RebindOperation. + // Extract enabled state to allow restoring enabled state after rebind completes + var actionWasEnabledPriorToRebind = action.enabled; + void CleanUp() { + // Restore monitoring cancel button clicks + if (m_RebindCancelButton != null) + m_RebindCancelButton.onClick.RemoveListener(CancelRebind); + m_RebindOperation?.Dispose(); m_RebindOperation = null; - action.actionMap.Enable(); - m_UIInputActionMap?.Enable(); + // Restore action enabled state based on state prior to rebind + if (actionWasEnabledPriorToRebind) + action.actionMap.Enable(); } // An "InvalidOperationException: Cannot rebind action x while it is enabled" will @@ -274,9 +302,9 @@ void CleanUp() // character to jump. // // In this example, we explicitly disable both the UI input action map and - // the action map containing the target action. - action.actionMap.Disable(); - m_UIInputActionMap?.Disable(); + // the action map containing the target action if it was initially enabled. + if (actionWasEnabledPriorToRebind) + action.actionMap.Disable(); // Configure the rebind. m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex) @@ -289,6 +317,14 @@ void CleanUp() UpdateBindingDisplay(); CleanUp(); }) + // We want matching events to be suppressed during rebinding (this is also default). + //.WithMatchingEventsBeingSuppressed() + // Since this sample has no interactable UI during rebinding we also want to suppress non-matching events. + //.WithNonMatchingEventsBeingSuppressed() + // We want device state to update but not actions firing during rebinding. + .WithActionEventNotificationsBeingSuppressed() + // We use a timeout to illustrate that its possible to skip cancel buttons and let rebind timeout. + .WithTimeout(m_RebindTimeout) .OnComplete( operation => { @@ -323,6 +359,19 @@ void CleanUp() m_RebindText.text = text; } + // Optionally allow canceling rebind via a button if it applicable for the use-case + if (m_RebindCancelButton != null) + { + m_RebindCancelButton.onClick.AddListener(CancelRebind); + } + + // Update rebind overlay information, if we have one. + if (m_RebindInfo != null) + { + m_RebindStartTime = Time.realtimeSinceStartup; + UpdateRebindInfo(m_RebindStartTime); + } + // If we have no rebind overlay and no callback but we have a binding text label, // temporarily set the binding text label to "". if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null) @@ -334,6 +383,34 @@ void CleanUp() m_RebindOperation.Start(); } + private void UpdateRebindInfo(double now) + { + if (m_RebindOperation == null) + return; + + var elapsed = now - m_RebindStartTime; + var remainingTimeoutWholeSeconds = (int)Math.Floor(m_RebindOperation.timeout - elapsed); + if (remainingTimeoutWholeSeconds == m_LastRemainingTimeoutSeconds) + return; + + var text = (m_RebindOperation.timeout > 0.0f) + ? $"Cancels in {remainingTimeoutWholeSeconds} seconds if no matching input is provided." + : string.Empty; + m_RebindInfo.text = text; + m_LastRemainingTimeoutSeconds = remainingTimeoutWholeSeconds; + } + + private void CancelRebind() + { + m_RebindOperation?.Cancel(); + } + + protected void Update() + { + if (m_RebindInfo != null) + UpdateRebindInfo(Time.realtimeSinceStartupAsDouble); + } + protected void OnEnable() { if (s_RebindActionUIs == null) @@ -341,8 +418,7 @@ protected void OnEnable() s_RebindActionUIs.Add(this); if (s_RebindActionUIs.Count == 1) InputSystem.onActionChange += OnActionChange; - if (m_DefaultInputActions != null && m_UIInputActionMap == null) - m_UIInputActionMap = m_DefaultInputActions.FindActionMap("UI"); + UpdateBindingDisplay(); } protected void OnDisable() @@ -356,6 +432,7 @@ protected void OnDisable() s_RebindActionUIs = null; InputSystem.onActionChange -= OnActionChange; } + UpdateBindingDisplay(); } // When the action system re-resolves bindings, we want to update our UI in response. While this will @@ -412,11 +489,17 @@ private static void OnActionChange(object obj, InputActionChange change) [SerializeField] private Text m_RebindText; - [Tooltip("Optional reference to default input actions containing the UI action map. The UI action map is " - + "disabled when rebinding is in progress.")] + [Tooltip("Optional text label that will be updated with relevant information during rebinding.")] [SerializeField] - private InputActionAsset m_DefaultInputActions; - private InputActionMap m_UIInputActionMap; + private Text m_RebindInfo; + + [Tooltip("Optional cancellation UI button for rebinding overlay.")] + [SerializeField] + private Button m_RebindCancelButton; + + [Tooltip("Optional rebinding timeout in seconds. If zero, no timeout will be used.")] + [SerializeField] + private float m_RebindTimeout; [Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " + "bindings in custom ways, e.g. using images instead of text.")] @@ -437,6 +520,9 @@ private static void OnActionChange(object obj, InputActionChange change) private static List s_RebindActionUIs; + private double m_RebindStartTime = -1; + private int m_LastRemainingTimeoutSeconds; + // We want the label for the action name to update in edit mode, too, so // we kick that off from here. #if UNITY_EDITOR diff --git a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs index fdba9552f4..18e4c86532 100644 --- a/Assets/Samples/RebindingUI/RebindActionUIEditor.cs +++ b/Assets/Samples/RebindingUI/RebindActionUIEditor.cs @@ -21,7 +21,9 @@ protected void OnEnable() m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay"); m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); - m_DefaultInputActionsProperty = serializedObject.FindProperty("m_DefaultInputActions"); + m_RebindInfoProperty = serializedObject.FindProperty("m_RebindInfo"); + m_RebindCancelButtonProperty = serializedObject.FindProperty("m_RebindCancelButton"); + m_RebindTimeoutProperty = serializedObject.FindProperty("m_RebindTimeout"); m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); @@ -63,7 +65,16 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_BindingTextProperty); EditorGUILayout.PropertyField(m_RebindOverlayProperty); EditorGUILayout.PropertyField(m_RebindTextProperty); - EditorGUILayout.PropertyField(m_DefaultInputActionsProperty); + EditorGUILayout.PropertyField(m_RebindInfoProperty); + EditorGUILayout.PropertyField(m_RebindCancelButtonProperty); + } + + // Rebind options section. + EditorGUILayout.Space(); + EditorGUILayout.LabelField(m_RebindOptionsLabel, Styles.boldLabel); + using (new EditorGUI.IndentLevelScope()) + { + EditorGUILayout.PropertyField(m_RebindTimeoutProperty); } // Events section. @@ -155,9 +166,11 @@ protected void RefreshBindingOptions() private SerializedProperty m_BindingIdProperty; private SerializedProperty m_ActionLabelProperty; private SerializedProperty m_BindingTextProperty; - private SerializedProperty m_DefaultInputActionsProperty; private SerializedProperty m_RebindOverlayProperty; private SerializedProperty m_RebindTextProperty; + private SerializedProperty m_RebindInfoProperty; + private SerializedProperty m_RebindCancelButtonProperty; + private SerializedProperty m_RebindTimeoutProperty; private SerializedProperty m_RebindStartEventProperty; private SerializedProperty m_RebindStopEventProperty; private SerializedProperty m_UpdateBindingUIEventProperty; @@ -166,6 +179,7 @@ protected void RefreshBindingOptions() private GUIContent m_BindingLabel = new GUIContent("Binding"); private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options"); private GUIContent m_UILabel = new GUIContent("UI"); + private GUIContent m_RebindOptionsLabel = new GUIContent("Rebind Options"); private GUIContent m_EventsLabel = new GUIContent("Events"); private GUIContent[] m_BindingOptions; private string[] m_BindingOptionValues; diff --git a/Assets/Samples/RebindingUI/RebindSaveLoad.cs b/Assets/Samples/RebindingUI/RebindSaveLoad.cs index 9da08f0fbb..d457711745 100644 --- a/Assets/Samples/RebindingUI/RebindSaveLoad.cs +++ b/Assets/Samples/RebindingUI/RebindSaveLoad.cs @@ -1,20 +1,20 @@ -using UnityEngine; -using UnityEngine.InputSystem; - -public class RebindSaveLoad : MonoBehaviour +namespace UnityEngine.InputSystem.Samples.RebindUI { - public InputActionAsset actions; - - public void OnEnable() + public class RebindSaveLoad : MonoBehaviour { - var rebinds = PlayerPrefs.GetString("rebinds"); - if (!string.IsNullOrEmpty(rebinds)) - actions.LoadBindingOverridesFromJson(rebinds); - } + public InputActionAsset actions; - public void OnDisable() - { - var rebinds = actions.SaveBindingOverridesAsJson(); - PlayerPrefs.SetString("rebinds", rebinds); + public void OnEnable() + { + var rebinds = PlayerPrefs.GetString("rebinds"); + if (!string.IsNullOrEmpty(rebinds)) + actions.LoadBindingOverridesFromJson(rebinds); + } + + public void OnDisable() + { + var rebinds = actions.SaveBindingOverridesAsJson(); + PlayerPrefs.SetString("rebinds", rebinds); + } } } diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs b/Assets/Samples/RebindingUI/RebindUIGameManager.cs new file mode 100644 index 0000000000..e2edd797af --- /dev/null +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs @@ -0,0 +1,131 @@ +using System; +using UnityEngine.EventSystems; +using UnityEngine.Pool; + +namespace UnityEngine.InputSystem.Samples.RebindUI +{ + /// + /// Simple game manager that manages enabling/disabling in-game and UI actions. + /// + /// State transitions happens per frame and hence handles throttling. + public class RebindUIGameManager : MonoBehaviour + { + [Tooltip("The in-game menu object to be activated and deactivated when menu is toggled (Required).")] + public GameObject menu; + + [Tooltip("The actions asset that holds Gameplay, Common and UI action maps to be used. (Required).")] + public InputActionAsset actions; + + [Tooltip("Whether UI actions should be disabled during gameplay.")] + public bool enableUIActionsDuringGameplay = true; + + [Tooltip("The gameplay manager responsible for managing gameplay.")] + public GameplayManager gameplayManager; + + [Tooltip("The gameplay UI")] + public GameObject gameUI; + + private GameState m_CurrentState = GameState.Initializing; + private GameState m_NextState = GameState.Playing; + + private InputActionMap gameplayActions; + private InputActionMap uiActions; + private InputAction toggleMenuAction; + + private void Awake() + { + gameplayActions = actions.FindActionMap("Gameplay"); + uiActions = actions.FindActionMap("UI"); + toggleMenuAction = actions.FindAction("Common/Menu"); + } + + /// + /// Toggles between game state and rebinding menu state. + /// + public void ToggleMenu() + { + switch (m_CurrentState) + { + case GameState.Playing: + m_NextState = GameState.RebindingMenu; + break; + case GameState.RebindingMenu: + // Only allow transition back to the game if game menu is interactable. + // This is to avoid e.g. pressing menu toggle action while in rebind mode. + // Essentially this is equivalent "if NOT currently rebinding". + if (menu.GetComponent().interactable) + m_NextState = GameState.Playing; + break; + } + } + + private enum GameState + { + Initializing, + Playing, + RebindingMenu + } + + private void OnToggleMenu(InputAction.CallbackContext obj) + { + ToggleMenu(); + } + + private void OnEnable() + { + toggleMenuAction.performed += OnToggleMenu; + toggleMenuAction.Enable(); + } + + private void OnDisable() + { + toggleMenuAction.performed -= OnToggleMenu; + toggleMenuAction.Disable(); + } + + private void Update() + { + // Abort if there is no change to state + if (m_CurrentState == m_NextState) + return; + + // Update current state + m_CurrentState = m_NextState; + + // Handle state transition + switch (m_NextState) + { + // Entering game mode: enable in-game actions, show menu + case GameState.Playing: + gameplayActions.Enable(); + gameplayManager.enabled = true; + if (enableUIActionsDuringGameplay) + uiActions.Enable(); + else + uiActions.Disable(); + + gameUI.SetActive(true); + menu.SetActive(false); + break; + + // Entering menu: disable in-game actions, hide menu, make sure we have selection. + // Also make sure or toggle menu action is enabled in case its part of gameplay actions. + case GameState.RebindingMenu: + gameplayActions.Disable(); + gameplayManager.enabled = false; + if (!enableUIActionsDuringGameplay) + uiActions.Enable(); + + gameUI.SetActive(false); + menu.SetActive(true); + + // Workaround: Make sure we always have a select game object since Unity UI might otherwise show + // without a selection which might prevent gamepad navigation. + var eventSystem = EventSystem.current; + if (eventSystem.currentSelectedGameObject == null) + eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); + break; + } + } + } +} diff --git a/Assets/Samples/RebindingUI/RebindUIGameManager.cs.meta b/Assets/Samples/RebindingUI/RebindUIGameManager.cs.meta new file mode 100644 index 0000000000..d1076996dc --- /dev/null +++ b/Assets/Samples/RebindingUI/RebindUIGameManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed3fefacb02464eed8e16b719174c7b8 \ No newline at end of file diff --git a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab index afaa29c9b4..b9bfe4b736 100644 --- a/Assets/Samples/RebindingUI/RebindUIPrefab.prefab +++ b/Assets/Samples/RebindingUI/RebindUIPrefab.prefab @@ -29,10 +29,10 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 3622773835949094955} m_Father: {fileID: 6680292650503350825} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} 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{fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, + type: 3} + propertyPath: m_RebindCancelButton + value: + objectReference: {fileID: 1836782275} - target: {fileID: 6680292650503350826, guid: f25dcd618d3acd64795bf8bb32edb6c9, type: 3} propertyPath: m_UIActionMap.m_Name @@ -2706,3 +8096,4 @@ SceneRoots: - {fileID: 1618329840} - {fileID: 861395295} - {fileID: 780148237} + - {fileID: 51853244} diff --git a/Assets/Samples/SimpleDemo/SimpleControls.cs b/Assets/Samples/SimpleDemo/SimpleControls.cs index fc4c969ba6..3e0c37c0e4 100644 --- a/Assets/Samples/SimpleDemo/SimpleControls.cs +++ b/Assets/Samples/SimpleDemo/SimpleControls.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Samples/SimpleDemo/SimpleControls.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Assets/Tests/InputSystem/CoreTests_Events.cs b/Assets/Tests/InputSystem/CoreTests_Events.cs index 6addd65598..bf504f2274 100644 --- a/Assets/Tests/InputSystem/CoreTests_Events.cs +++ b/Assets/Tests/InputSystem/CoreTests_Events.cs @@ -1216,6 +1216,186 @@ public void Events_CanPreventEventsFromBeingProcessed() Assert.That(device.rightTrigger.ReadValue(), Is.EqualTo(0.0).Within(0.00001)); } + [Test] + [Category("Events")] + public void EventHandledPolicy_ShouldReflectUserSetting() + { + // Assert default setting + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + + // Assert policy can be changed + InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressActionEventNotifications; + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressActionEventNotifications)); + + // Assert policy can be changed back + InputSystem.s_Manager.inputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + + // Assert setting property to an invalid value throws exception and do not have side-effects + Assert.Throws(() => + InputSystem.s_Manager.inputEventHandledPolicy = (InputEventHandledPolicy)123456); + Assert.That(InputSystem.s_Manager.inputEventHandledPolicy, Is.EqualTo(InputEventHandledPolicy.SuppressStateUpdates)); + } + + class SuppressedActionEventData + { + public bool MarkNextEventHandled; + public int StartedCount; + public int PerformedCount; + public int CanceledCount; + } + + // Note that each element in the expected value arrays correspond to accumulated count per test step, in summary: + // Step 0: Initialize state + // Step 1: Press gamepad north and stick (Event marked handled) + // Step 2: Periodic state update/reading without changes (north and stick still actuated) + // Step 3: Release button north and stick while no longer being suppressed. + // Step 4: Press gamepad north and stick. + + // Press event is detected in step 2 (false positive) with default interaction + [TestCase(InputEventHandledPolicy.SuppressStateUpdates, // policy + null, // interactions + new int[] { 0, 0, 1, 1, 2}, // started + new int[] { 0, 0, 1, 1, 2}, // performed + new int[] {0, 0, 0, 1, 1})] // cancelled + // Press event is not detected in step 1/2 with default interaction + [TestCase(InputEventHandledPolicy.SuppressActionEventNotifications, + null, + new int[] { 0, 0, 0, 0, 1}, + new int[] { 0, 0, 0, 0, 1}, + new int[] {0, 0, 0, 1, 1})] + // Press event is detected in step 2 (false positive) with explicit press interaction + [TestCase(InputEventHandledPolicy.SuppressStateUpdates, + "press", + new int[] { 0, 0, 1, 1, 2}, + new int[] { 0, 0, 1, 1, 2}, + new int[] {0, 0, 0, 1, 1})] + // Press event is not detected in step 1/2 (false positive) with explicit press interaction + [TestCase(InputEventHandledPolicy.SuppressActionEventNotifications, + "press", + new int[] { 0, 0, 0, 0, 1}, + new int[] { 0, 0, 0, 0, 1}, + new int[] {0, 0, 0, 1, 1})] + [Category("Events")] + [Description("ISXB-1524, ISXB-1396 Events suppressed has side-effects on actions")] + public void Events_ShouldRespectHandledPolicyUponUpdateAndSuppressedPressTransition( + InputEventHandledPolicy policy, string interactions, + int[] expectedStarted, int[] expectedPerformed, int[] expectedCancelled) + { + // Update setting to match desired scenario + InputSystem.s_Manager.inputEventHandledPolicy = policy; + var seesControlChangesUnderSuppression = policy == InputEventHandledPolicy.SuppressActionEventNotifications; + + // Use a boxed boolean to allow lambda to capture reference. + var data = new SuppressedActionEventData(); + + InputSystem.onEvent += + (inputEvent, _) => + { + // If we mark the event handled, the system should skip it and not + // let it go to the device (SuppressStateUpdates) or let it propagate + // but not fire actions (SuppressActionUpdates). + inputEvent.handled = data.MarkNextEventHandled; + }; + + var device = InputSystem.AddDevice(); + var action = new InputAction(type: InputActionType.Button, + binding: "/buttonNorth", + interactions: interactions); + action.Enable(); + action.started += _ => ++ data.StartedCount; + action.performed += _ => ++ data.PerformedCount; + action.canceled += _ => ++ data.CanceledCount; + + // Step 0: Ensure state is updated/initialized + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.01f, 0.0f) }); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[0])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[0])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[0])); + var performedThisFrame = expectedPerformed[0] != 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + var releasedThisFrame = expectedCancelled[0] != 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.False); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); + + // Step 1: Press button north and left stick with event suppression active + data.MarkNextEventHandled = true; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(1.00f, 0.01f) } + .WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[1])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[1])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[1])); + performedThisFrame = expectedPerformed[1] - expectedPerformed[0] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[1] - expectedCancelled[0] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.EqualTo(seesControlChangesUnderSuppression)); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(seesControlChangesUnderSuppression)); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); + + // Step 2: Simulate a periodic reading (e.g. driven by noise or irrelevant control), this will trigger performed count. + // Note that for SuppressStateUpdates (default), this would trigger a state change since North button + // transitions from 0 to 1 which is considered a press. + data.MarkNextEventHandled = false; + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.99f, 0.00f) } + .WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[2])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[2])); // Firing without actual change + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[2])); + performedThisFrame = expectedPerformed[2] - expectedPerformed[1] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[2] - expectedCancelled[1] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.True); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.EqualTo(!seesControlChangesUnderSuppression)); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); + + // Step 3: Release button north and stick while no longer being suppressed. This may result in a release if + // previous event was completely ignored without updating interaction state. + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.00f, 0.01f) }); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[3])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[3])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[3])); + performedThisFrame = expectedPerformed[3] - expectedPerformed[2] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[3] - expectedCancelled[2] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.False); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.False); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.True); + + // Step 4: Press button north and stick again while not being suppressed. + InputSystem.QueueStateEvent(device, new GamepadState() { leftStick = new Vector2(0.99f, 0.00f) } + .WithButton(GamepadButton.North)); + InputSystem.Update(); + Assert.That(data.StartedCount, Is.EqualTo(expectedStarted[4])); + Assert.That(data.PerformedCount, Is.EqualTo(expectedPerformed[4])); + Assert.That(data.CanceledCount, Is.EqualTo(expectedCancelled[4])); + performedThisFrame = expectedPerformed[4] - expectedPerformed[3] > 0; + Assert.That(action.WasPerformedThisFrame, Is.EqualTo(performedThisFrame)); + Assert.That(action.WasPressedThisFrame, Is.EqualTo(performedThisFrame)); + releasedThisFrame = expectedCancelled[4] - expectedCancelled[3] > 0; + Assert.That(action.WasReleasedThisFrame, Is.EqualTo(releasedThisFrame)); + Assert.That(action.IsPressed, Is.True); // Note: This is not an event and hence not suppressed + + Assert.That(Gamepad.current.buttonNorth.wasPressedThisFrame, Is.True); + Assert.That(Gamepad.current.buttonNorth.wasReleasedThisFrame, Is.False); + } + [StructLayout(LayoutKind.Explicit, Size = 2)] struct StateWith2Bytes : IInputStateTypeInfo { diff --git a/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs b/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs index 183bff4cec..1bc9f70057 100644 --- a/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs +++ b/Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator -// version 1.14.1 +// version 1.15.0 // from Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Assets/Tests/Samples/RebindingUITests.cs b/Assets/Tests/Samples/RebindingUITests.cs index 1a76bd55a6..3961fde80f 100644 --- a/Assets/Tests/Samples/RebindingUITests.cs +++ b/Assets/Tests/Samples/RebindingUITests.cs @@ -2,6 +2,7 @@ using System.IO; using NUnit.Framework; using UnityEngine; +using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Samples.RebindUI; @@ -11,6 +12,8 @@ public class RebindingUITests : CoreTestsFixture { + private int m_Counter; + [Test] [Category("Samples")] public void Samples_CanCreateRebindingUI() @@ -175,6 +178,74 @@ public IEnumerator Samples_RebindingUI_SuppressingEventsDoesNotInterfereWithUIIn Assert.That(bindingLabel.text, Is.EqualTo("")); } + [UnityTest] + [Category("Samples")] + public IEnumerator Samples_RebindingUI_InvokeUnityEventForwardsEvent() + { + var gamepad = InputSystem.AddDevice(); + + var asset = ScriptableObject.CreateInstance(); + var map = asset.AddActionMap("map"); + var action1 = map.AddAction(name: "first", type: InputActionType.Button, binding: "/buttonNorth"); + var action2 = map.AddAction(name: "second", type: InputActionType.Button, binding: "/buttonSouth"); + + action1.Enable(); + action2.Enable(); + + UnityAction incrementByOne = () => ++ m_Counter; + UnityAction incrementByTwo = () => m_Counter += 2; + + var go = new GameObject(); + var invoke = go.AddComponent(); + + // Setup both action and unity event + invoke.action = InputActionReference.Create(action1); + invoke.onPerformed.AddListener(incrementByOne); + + // Press button and check that unity event is invoked + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(1)); + + // Switch action + invoke.action = InputActionReference.Create(action2); + + // Press button and check that no unity event is invoked + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(1)); + + // Press other button and check that no unity event is invoked + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Remove event + invoke.onPerformed = null; + + // Press other button and check that nothing happens + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Add other event and set action to null + var unityEvent = new UnityEvent(); + unityEvent.AddListener(incrementByTwo); + invoke.onPerformed = unityEvent; + invoke.action = null; + + // Press other button and check that nothing happens + PressAndRelease(gamepad.buttonSouth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(2)); + + // Set action back to initial configuration + invoke.action = InputActionReference.Create(action1); + PressAndRelease(gamepad.buttonNorth); + yield return null; + Assert.That(m_Counter, Is.EqualTo(4)); + } + private class TestEventSystem : EventSystem { public void InvokeUpdate() diff --git a/Packages/com.unity.inputsystem/CHANGELOG.md b/Packages/com.unity.inputsystem/CHANGELOG.md index e9e79a41f1..c89ea03252 100644 --- a/Packages/com.unity.inputsystem/CHANGELOG.md +++ b/Packages/com.unity.inputsystem/CHANGELOG.md @@ -10,9 +10,14 @@ however, it has to be formatted properly to pass verification tests. ## [Unreleased] - yyyy-mm-dd -### Added +### Changed +- Expanded `RebindingUISample` to include a "game mode" state and a "menu state" to be more similar to a real game. Also added action-performed indicators (`InputActionIndicator`) illustrating when actions get triggered. +### Added - Support for Xbox controllers over USB on macOS, using macOS's default driver. [ISXB-1548] +- Added a new run-time setting `InputSystem.inputEventHandledPolicy` which allows changing how the system processes input events marked as "handled". The new alternative setting (not default) allows for allowing handled events to propagate into state changes but still suppresses action interactions from being processed. +- Added a new fluent API `WithSuppressedActionPropagation()` to `UnityEngine.InputSystem.InputActionRebindingExtensions` that allows suppressing actions from firing during interactive rebinding while allowing state updates to avoid actions triggering after state event suppression (default). ISXB-1546. +- Added a new Monobehavior `InputActionLabel` to rebinding sample to allow dynamic text showing relevant binding for an `InputAction`. ### Fixed - Fixed an analytics event being invoked twice when the Save button in the Actions view was pressed. [ISXB-1378](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1378) @@ -38,7 +43,11 @@ however, it has to be formatted properly to pass verification tests. - Fixed the defaultActionMap dropdown in the PlayerInput component defaulting to instead of the first ActionMap. - Fixed TrackedPoseDriver stops updating position and rotation when device is added after its initialization. [ISXB-1555](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1555) - Fixed PlayerInput component not working with C# Wrappers (ISXB-1535). This reverted changes done to fix [ISXB-920](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-920) but users can now fix it themselves. -- Fixed an issue that caused input processors with enum properties to incorrectly serialise by index instead of by value [ISXB-1474](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1474) +- Fixed an issue that caused input processors with enum properties to incorrectly serialise by index instead of by value [ISXB-1474](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-1474). +- Fixed an issue in `RebindingUISample` that fired actions bound to the same control as the target control in a rebinding process. ISXB-1524. +- Fixed an issue in `RebindingUISample` preventing UI navigation without Keyboard and Mouse present. +- Fixed an issue in `RebindActionUI` which resulted in active binding not being shown after a scene reload. ISXB-1588. +- Fixed an issue in `GamepadIconExample` which resulted in icons for left and right triggers not being displayed after a rebind to the exact same controls. ISXB-1593. ## [1.14.0] - 2025-03-20 diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs index 5447f0f4c2..bd03d16565 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs @@ -1259,7 +1259,7 @@ private int ExpectedFrame() public unsafe bool WasPressedThisFrame() { var state = GetOrCreateActionMap().m_State; - if (state != null) + if (state != null && !state.isSuppressed) { var actionStatePtr = &state.actionStates[m_ActionIndexInState]; var currentUpdateStep = InputUpdate.s_UpdateStepCount; @@ -1448,7 +1448,7 @@ public unsafe bool WasPerformedThisFrame() { var state = GetOrCreateActionMap().m_State; - if (state != null) + if (state != null && !state.isSuppressed) { var actionStatePtr = &state.actionStates[m_ActionIndexInState]; var currentUpdateStep = InputUpdate.s_UpdateStepCount; diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs index 23ca02c342..1f408105ab 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionRebindingExtensions.cs @@ -1557,10 +1557,13 @@ public RebindingOperation WithAction(InputAction action) /// For this reason, a rebind can be configured to automatically swallow any input event except the ones having /// input on controls matching . /// - /// Not at all input necessarily should be suppressed. For example, it can be desirable to have UI that + /// Note that all input shouldn't necessarily should be suppressed. For example, it can be desirable to have UI that /// allows the user to cancel an ongoing rebind by clicking with the mouse. This means that mouse position and /// click input should come through. For this reason, input from controls matching /// is still let through. + /// + /// See for how this configuration relates to suppressing + /// actions during rebind. /// public RebindingOperation WithMatchingEventsBeingSuppressed(bool value = true) { @@ -1930,6 +1933,7 @@ public RebindingOperation WithControlsExcluding(string path) /// public RebindingOperation WithTimeout(float timeInSeconds) { + ThrowIfRebindInProgress(); m_Timeout = timeInSeconds; return this; } @@ -2083,6 +2087,42 @@ public RebindingOperation OnMatchWaitForAnother(float seconds) return this; } + /// + /// Ensures state changes are allowed to propagate during rebinding but suppresses action event + /// notifications to prevent unexpected actions triggering as soon as rebinding ends + /// (event suppression stops). + /// + /// If true, disables action event notifications for changes driven by handled events + /// during rebinding, if false this feature is disabled. + /// + /// If events are suppressed during rebinding using + /// without suppressing action event notifications, events will not update their associated device state + /// and be suppressed earlier in the processing chain. This may lead to unexpected actions triggering + /// as soon as rebinding completes (event suppression stops), due to missed recording of state transitions. + /// Action event notification resumes to normal as soon as rebinding operation completes or cancels. + /// + /// When this configuration is active, any events suppressed via + /// will still be allowed to update their associated + /// device state but will not propagate into action interaction event notifications which could cause + /// undesirable triggering of actions caused by the difference between device state prior to rebinding + /// and after rebinding. + /// + /// Note that if event suppression is not active, this setting will have no effect. + /// + /// In addition to interaction event notifications, the following APIs will also return false when the + /// action reflects a state subject for suppression: , + /// , . + /// + /// Reference to this rebinding operation. + public RebindingOperation WithActionEventNotificationsBeingSuppressed(bool value = true) + { + ThrowIfRebindInProgress(); + m_TargetInputEventHandledPolicy = value + ? InputEventHandledPolicy.SuppressActionEventNotifications + : InputEventHandledPolicy.SuppressStateUpdates; + return this; + } + /// /// Start the rebinding. This should be invoked after the rebind operation has been fully configured. /// @@ -2107,6 +2147,9 @@ public RebindingOperation Start() m_StartTime = InputState.currentTime; + m_SavedInputEventHandledPolicy = InputSystem.s_Manager.inputEventHandledPolicy; + InputSystem.s_Manager.inputEventHandledPolicy = m_TargetInputEventHandledPolicy; + if (m_WaitSecondsAfterMatch > 0 || m_Timeout > 0) { HookOnAfterUpdate(); @@ -2302,6 +2345,11 @@ private unsafe void OnEvent(InputEventPtr eventPtr, InputDevice device) if (!string.IsNullOrEmpty(m_CancelBinding) && InputControlPath.Matches(m_CancelBinding, control) && control.HasValueChangeInState(statePtr)) { + // ISXB-1595: Mark event as handled, otherwise the direct cancellation may affect actions bound + // to the same control. Since the cancellation is part of the rebind process it should be + // treated as matched input. + eventPtr.handled = true; + OnCancel(); break; } @@ -2606,6 +2654,8 @@ private void ResetAfterMatchCompleted() UnhookOnEvent(); UnhookOnAfterUpdate(); + + InputSystem.s_Manager.inputEventHandledPolicy = m_SavedInputEventHandledPolicy; } private void ThrowIfRebindInProgress() @@ -2654,6 +2704,8 @@ private string GeneratePathForControl(InputControl control) private double m_StartTime; private float m_Timeout; private float m_WaitSecondsAfterMatch; + private InputEventHandledPolicy m_SavedInputEventHandledPolicy; + private InputEventHandledPolicy m_TargetInputEventHandledPolicy; private InputControlList m_Candidates; private Action m_OnComplete; private Action m_OnCancel; @@ -2683,7 +2735,7 @@ private enum Flags DontIgnoreNoisyControls = 1 << 6, DontGeneralizePathOfSelectedControl = 1 << 7, AddNewBinding = 1 << 8, - SuppressMatchingEvents = 1 << 9, + SuppressMatchingEvents = 1 << 9 } } diff --git a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs index 3301e62432..7bbb6b9fef 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Actions/InputActionState.cs @@ -121,6 +121,7 @@ internal unsafe class InputActionState : IInputStateChangeMonitor, ICloneable, I private bool m_OnBeforeUpdateHooked; private bool m_OnAfterUpdateHooked; private bool m_InProcessControlStateChange; + private bool m_Suppressed; private InputEventPtr m_CurrentlyProcessingThisEvent; private Action m_OnBeforeUpdateDelegate; private Action m_OnAfterUpdateDelegate; @@ -367,6 +368,11 @@ private bool CanUseDevice(InputDevice device) return false; } + /// + /// Check whether the state is currently reflecting a suppressed state. + /// + public bool isSuppressed => m_Suppressed; + /// /// Check whether the state has any actions that are currently enabled. /// @@ -1518,6 +1524,10 @@ private void ProcessControlStateChange(int mapIndex, int controlIndex, int bindi } } + // Check if we should suppress interaction processing notifications + m_Suppressed = (eventPtr != null) && eventPtr.handled && + InputSystem.s_Manager.inputEventHandledPolicy == InputEventHandledPolicy.SuppressActionEventNotifications; + // Check if we have multiple concurrent actuations on the same action. This may lead us // to ignore certain inputs (e.g. when we get an input of lesser magnitude while already having // one of higher magnitude) or may even lead us to switch to processing a different binding @@ -2424,7 +2434,8 @@ private bool ChangePhaseOfAction(InputActionPhase newPhase, ref TriggerState tri return true; } - private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, ref TriggerState trigger, bool isDisablingAction = false) + private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionState, InputActionPhase newPhase, + ref TriggerState trigger, bool isDisablingAction = false) { Debug.Assert(trigger.mapIndex == actionState->mapIndex, "Map index on trigger does not correspond to map index of trigger state"); @@ -2499,6 +2510,11 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt "actionIndex is below actionStartIndex for map that the action belongs to"); var action = map.m_Actions[actionIndex - mapIndices[trigger.mapIndex].actionStartIndex]; trigger.phase = newPhase; + + // Early out from CallActionListeners if suppressed + if (m_Suppressed) + return; + switch (newPhase) { case InputActionPhase.Started: @@ -2524,7 +2540,8 @@ private void ChangePhaseOfActionInternal(int actionIndex, TriggerState* actionSt } } - private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, ref CallbackArray listeners, string callbackName) + private void CallActionListeners(int actionIndex, InputActionMap actionMap, InputActionPhase phase, + ref CallbackArray listeners, string callbackName) { // If there's no listeners, don't bother with anything else. var callbacksOnMap = actionMap.m_ActionCallbacks; diff --git a/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs b/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs index 2afe18fc61..96a9c404f1 100644 --- a/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs +++ b/Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs @@ -16,7 +16,7 @@ public static partial class InputSystem // Keep this in sync with "Packages/com.unity.inputsystem/package.json". // NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include // "-preview" suffixes here. - internal const string kAssemblyVersion = "1.14.1"; - internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14"; + internal const string kAssemblyVersion = "1.15.0"; + internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15"; } } diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs index 4b60239a5b..694888d71d 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Keyboard" layout // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs index be9974aaf4..8d7f93e704 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Mouse" layout // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs index c433a14d38..5d3edfac6c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.cs @@ -1,7 +1,7 @@ //------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator -// version 1.14.1 +// version 1.15.0 // from "Touchscreen" layout // // Changes to this file may cause incorrect behavior and will be lost if diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs new file mode 100644 index 0000000000..fc36bd1805 --- /dev/null +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs @@ -0,0 +1,20 @@ +namespace UnityEngine.InputSystem.LowLevel +{ + /// + /// Policy defining how the Input System will react to instances marked as + /// (Or marked handled via ). + /// + internal enum InputEventHandledPolicy + { + /// + /// Input events will be discarded directly and not propagate for state changes. + /// + SuppressStateUpdates, + + /// + /// Input events will be processed for state updates and input action interaction updates but interaction + /// event notifications will be suppressed. + /// + SuppressActionEventNotifications + } +} diff --git a/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta new file mode 100644 index 0000000000..32abd146f5 --- /dev/null +++ b/Packages/com.unity.inputsystem/InputSystem/Events/InputEventHandledPolicy.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7c9443eaca924751a528ee833d503cb0 +timeCreated: 1745344677 \ No newline at end of file diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs index 8940f888c6..621bd73092 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManager.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManager.cs @@ -210,6 +210,41 @@ public float pollingFrequency } } + /// + /// The policy to be applied when processing input events that has been marked as "handled" by setting + /// or to true. + /// + /// + /// The default setting of this property is which + /// implies that events are completely suppressed which means that associated state will not be updated. + /// Hence, any state dependent classes such as or associated interactions will + /// not be updated either. A side-effect of this setting is that succeeding events that are not suppressed + /// may trigger new unexpected events since they may trigger state changes due to monitoring instances not + /// seeing previous changes. + /// + /// The setting will instead allow state change + /// propagation to happen, including updating interaction state, but will instead suppress any associated + /// notifications. + /// + /// If attempting to set this property to an unsupported + /// value. + internal InputEventHandledPolicy inputEventHandledPolicy + { + get => m_InputEventHandledPolicy; + set + { + switch (value) + { + case InputEventHandledPolicy.SuppressActionEventNotifications: + case InputEventHandledPolicy.SuppressStateUpdates: + m_InputEventHandledPolicy = value; + break; + default: + throw new ArgumentOutOfRangeException("value"); + } + } + } + public event DeviceChangeListener onDeviceChange { add => m_DeviceChangeListeners.AddCallback(value); @@ -1891,6 +1926,9 @@ internal void InitializeData() // Default polling frequency is 60 Hz. m_PollingFrequency = 60; + // Default input event handled policy. + m_InputEventHandledPolicy = InputEventHandledPolicy.SuppressStateUpdates; + // Register layouts. // NOTE: Base layouts must be registered before their derived layouts // for the detection of base layouts to work. @@ -2142,6 +2180,7 @@ internal struct AvailableDevice // Used by EditorInputControlLayoutCache to determine whether its state is outdated. internal int m_LayoutRegistrationVersion; private float m_PollingFrequency; + private InputEventHandledPolicy m_InputEventHandledPolicy; internal InputControlLayout.Collection m_Layouts; private TypeTable m_Processors; @@ -3456,7 +3495,8 @@ private unsafe void OnUpdate(InputUpdateType updateType, ref InputEventBuffer ev new InputEventPtr(currentEventReadPtr), device, k_InputOnEventMarker, "InputSystem.onEvent"); // If a listener marks the event as handled, we don't process it further. - if (currentEventReadPtr->handled) + if (m_InputEventHandledPolicy == InputEventHandledPolicy.SuppressStateUpdates && + currentEventReadPtr->handled) { m_InputEventStream.Advance(false); continue; @@ -4048,6 +4088,7 @@ internal struct SerializedState { public int layoutRegistrationVersion; public float pollingFrequency; + public InputEventHandledPolicy inputEventHandledPolicy; public DeviceState[] devices; public AvailableDevice[] availableDevices; public InputStateBuffers buffers; @@ -4093,6 +4134,7 @@ internal SerializedState SaveState() { layoutRegistrationVersion = m_LayoutRegistrationVersion, pollingFrequency = m_PollingFrequency, + inputEventHandledPolicy = m_InputEventHandledPolicy, devices = deviceArray, availableDevices = m_AvailableDevices?.Take(m_AvailableDeviceCount).ToArray(), buffers = m_StateBuffers, @@ -4119,6 +4161,7 @@ internal void RestoreStateWithoutDevices(SerializedState state) scrollDeltaBehavior = state.scrollDeltaBehavior; m_Metrics = state.metrics; m_PollingFrequency = state.pollingFrequency; + m_InputEventHandledPolicy = state.inputEventHandledPolicy; if (m_Settings != null) Object.DestroyImmediate(m_Settings); diff --git a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs index 4f061eb193..d5e0b6432c 100644 --- a/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs +++ b/Packages/com.unity.inputsystem/InputSystem/InputManagerStateMonitors.cs @@ -382,7 +382,7 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // Call IStateChangeMonitor.NotifyControlStateChange for every monitor that is in // signalled state. - eventPtr->handled = false; + var previouslyHandled = eventPtr->handled; for (var i = 0; i < signals.length; ++i) { if (!signals.TestBit(i)) @@ -403,8 +403,9 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern // If the monitor signalled that it has processed the state change, reset all signalled // state monitors in the same group. This is what causes "SHIFT+B" to prevent "B" from - // also triggering. - if (eventPtr->handled) + // also triggering. Note that we skip this if it was already marked handled before notifying + // monitors. + if (!previouslyHandled && eventPtr->handled) { var groupIndex = listeners[i].groupIndex; for (var n = i + 1; n < signals.length; ++n) @@ -420,12 +421,13 @@ internal unsafe void FireStateChangeNotifications(int deviceIndex, double intern if (listeners[n].groupIndex == groupIndex && listeners[n].monitor == listener.monitor) signals.ClearBit(n); } - - // Need to reset it back to false as we may have more signalled state monitors that - // aren't in the same group (i.e. have independent inputs). - eventPtr->handled = false; } + // Need to reset it back to false as we may have more signalled state monitors that + // aren't in the same group (i.e. have independent inputs). + if (eventPtr->handled) + eventPtr->handled = previouslyHandled; + signals.ClearBit(i); } } diff --git a/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs b/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs index 9a4fcbd91d..948bca8349 100644 --- a/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs +++ b/Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs @@ -4,7 +4,7 @@ // Keep this in sync with "Packages/com.unity.inputsystem/package.json". // NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include // "-preview" suffixes here. -[assembly: AssemblyVersion("1.14.1")] +[assembly: AssemblyVersion("1.15.0")] [assembly: InternalsVisibleTo("Unity.InputSystem.Tests.Editor")] [assembly: InternalsVisibleTo("Unity.InputSystem.Tests")] [assembly: InternalsVisibleTo("Unity.InputSystem.IntegrationTests")] diff --git a/Packages/com.unity.inputsystem/package.json b/Packages/com.unity.inputsystem/package.json index e83319f177..45ed7da907 100755 --- a/Packages/com.unity.inputsystem/package.json +++ b/Packages/com.unity.inputsystem/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.inputsystem", "displayName": "Input System", - "version": "1.14.1", + "version": "1.15.0", "unity": "2021.3", "description": "A new input system which can be used as a more extensible and customizable alternative to Unity's classic input system in UnityEngine.Input.", "keywords": [