projectEli/Assets/NeoFPS/Core/Input/NeoFpsInputManager.cs
2022-11-06 20:28:33 -05:00

985 lines
38 KiB
C#

#if !UNITY_2018_OR_NEWER && UNITY_EDITOR
#define AGGRESIVE_CURSOR_LOCK
#endif
using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
#if UNITY_EDITOR
using NeoFPS.ScriptGeneration;
using System;
#endif
namespace NeoFPS
{
[CreateAssetMenu(fileName = "FpsManager_Input", menuName = "NeoFPS/Managers/Input Manager", order = NeoFpsMenuPriorities.manager_input)]
[HelpURL("https://docs.neofps.com/manual/inputref-so-neofpsinputmanager.html")]
public class NeoFpsInputManager : NeoFpsInputManagerBase
{
protected override void Initialise()
{
s_CastInstance = this;
InitialiseKeyboardLayouts();
InitialiseGamepads();
base.Initialise();
m_GamepadRuntime = GetBehaviourProxy<GamepadInput>();
}
private static NeoFpsInputManager s_CastInstance = null;
#region INPUT AXES
[SerializeField, Tooltip("The horizontal mouse axis in the Unity input settings.")]
private string m_MouseXAxis = "Mouse X";
[SerializeField, Tooltip("The vertical mouse axis in the Unity input settings.")]
private string m_MouseYAxis = "Mouse Y";
[SerializeField, Tooltip("The mouse scroll wheel axis in the Unity input settings.")]
private string m_MouseScrollAxis = "Mouse ScrollWheel";
public static string mouseXAxis
{
get { return s_CastInstance.m_MouseXAxis; }
}
public static string mouseYAxis
{
get { return s_CastInstance.m_MouseYAxis; }
}
public static string mouseScrollAxis
{
get { return s_CastInstance.m_MouseScrollAxis; }
}
#endregion
#region INPUT BUTTONS
#if UNITY_WEBGL
private const KeyCode k_MenuKey = KeyCode.Tab;
#else
private const KeyCode k_MenuKey = KeyCode.Escape;
#endif
public static readonly string[] fixedInputButtons = { "None", "Menu", "Back", "Cancel" };
// Fixed buttons include: None (0), Menu (1), Back (2), Cancel (3)
[SerializeField, Tooltip("The input buttons the game should use.")]
private InputButtonInfo[] m_InputButtons = { };
[SerializeField, Tooltip("The keyboard layout for the default input buttons.")]
private KeyboardLayout m_DefaultKeyboardLayout = KeyboardLayout.Qwerty;
public static string GetButtonDisplayName(FpsInputButton button)
{
if (s_CastInstance == null)
return "No Input";
else
{
if (button < fixedInputButtons.Length)
return fixedInputButtons[button];
else
return s_CastInstance.m_InputButtons[button - fixedInputButtons.Length].displayName;
}
}
public static InputCategory GetButtonCategory(FpsInputButton button)
{
if (s_CastInstance == null || button < fixedInputButtons.Length)
return InputCategory.Miscellaneous;
else
return s_CastInstance.m_InputButtons[button - fixedInputButtons.Length].category;
}
public static KeyBindingContext GetKeyBindingContext(FpsInputButton button)
{
if (s_CastInstance == null || button < fixedInputButtons.Length)
return KeyBindingContext.Default;
else
return s_CastInstance.m_InputButtons[button - fixedInputButtons.Length].context;
}
public static KeyCode GetDefaultPrimaryKey(FpsInputButton button, KeyboardLayout layout)
{
if (s_CastInstance == null || button < fixedInputButtons.Length)
return KeyCode.None;
else
{
var result = s_CastInstance.m_InputButtons[button - fixedInputButtons.Length].defaultPrimary;
if (layout != s_CastInstance.m_DefaultKeyboardLayout)
result = GetTranslatedKey(result, layout);
return result;
}
}
public static KeyCode GetDefaultSecondaryKey(FpsInputButton button, KeyboardLayout layout)
{
if (s_CastInstance == null || button < fixedInputButtons.Length)
return KeyCode.None;
else
{
var result = s_CastInstance.m_InputButtons[button - fixedInputButtons.Length].defaultSecondary;
if (layout != s_CastInstance.m_DefaultKeyboardLayout)
result = GetTranslatedKey(result, layout);
return result;
}
}
protected override bool CheckForEscapeInput()
{
return Input.GetKeyDown(k_MenuKey) || gamepad.GetButtonDown(FpsInputButton.Menu);
}
protected override bool CheckForCancelInput()
{
return gamepad.GetButtonDown(FpsInputButton.Cancel) || gamepad.GetButtonDown(FpsInputButton.Back);
}
#endregion
#region KEYBOARD LAYOUTS
// s_Layouts is from qwerty, s_ReverseLayouts is to qwerty
static Dictionary<KeyCode, KeyCode>[] s_Layouts = null;
static Dictionary<KeyCode, KeyCode>[] s_ReverseLayouts = null;
static KeyCode GetTranslatedKey(KeyCode key, KeyboardLayout layout)
{
var defaultLayout = s_CastInstance.m_DefaultKeyboardLayout;
if (layout != defaultLayout)
{
// Get qwerty key
var qwerty = key;
if (defaultLayout != KeyboardLayout.Qwerty)
{
var map = s_ReverseLayouts[(int)defaultLayout - 1];
if (map.ContainsKey(key))
qwerty = map[key];
}
// Get translated from qwerty to layout
if (layout == KeyboardLayout.Qwerty)
return qwerty;
else
{
var map = s_Layouts[(int)layout - 1];
if (map.ContainsKey(qwerty))
return map[qwerty];
else
return qwerty;
}
}
else
return key;
}
static void InitialiseKeyboardLayouts()
{
s_Layouts = new Dictionary<KeyCode, KeyCode>[4];
s_Layouts[0] = GetLayoutAzerty();
s_Layouts[1] = GetLayoutQwertz();
s_Layouts[2] = GetLayoutDvorak();
s_Layouts[3] = GetLayoutColemak();
// Create reverse maps
s_ReverseLayouts = new Dictionary<KeyCode, KeyCode>[s_Layouts.Length];
for (int i = 0; i < s_Layouts.Length; ++i)
{
s_ReverseLayouts[i] = new Dictionary<KeyCode, KeyCode>();
foreach (var pair in s_Layouts[i])
s_ReverseLayouts[i].Add(pair.Value, pair.Key);
}
}
static Dictionary<KeyCode, KeyCode> GetLayoutAzerty()
{
var layout = new Dictionary<KeyCode, KeyCode>();
layout.Add(KeyCode.Q, KeyCode.A);
layout.Add(KeyCode.W, KeyCode.Z);
layout.Add(KeyCode.E, KeyCode.E);
layout.Add(KeyCode.R, KeyCode.R);
layout.Add(KeyCode.T, KeyCode.T);
layout.Add(KeyCode.Y, KeyCode.Y);
layout.Add(KeyCode.U, KeyCode.U);
layout.Add(KeyCode.I, KeyCode.I);
layout.Add(KeyCode.O, KeyCode.O);
layout.Add(KeyCode.P, KeyCode.P);
layout.Add(KeyCode.A, KeyCode.Q);
layout.Add(KeyCode.S, KeyCode.S);
layout.Add(KeyCode.D, KeyCode.D);
layout.Add(KeyCode.F, KeyCode.F);
layout.Add(KeyCode.G, KeyCode.G);
layout.Add(KeyCode.H, KeyCode.H);
layout.Add(KeyCode.J, KeyCode.J);
layout.Add(KeyCode.K, KeyCode.K);
layout.Add(KeyCode.L, KeyCode.L);
layout.Add(KeyCode.Semicolon, KeyCode.M);
layout.Add(KeyCode.Z, KeyCode.W);
layout.Add(KeyCode.X, KeyCode.X);
layout.Add(KeyCode.C, KeyCode.C);
layout.Add(KeyCode.V, KeyCode.V);
layout.Add(KeyCode.B, KeyCode.B);
layout.Add(KeyCode.N, KeyCode.N);
layout.Add(KeyCode.M, KeyCode.Comma);
return layout;
}
static Dictionary<KeyCode, KeyCode> GetLayoutQwertz()
{
var layout = new Dictionary<KeyCode, KeyCode>();
layout.Add(KeyCode.Q, KeyCode.Q);
layout.Add(KeyCode.W, KeyCode.W);
layout.Add(KeyCode.E, KeyCode.E);
layout.Add(KeyCode.R, KeyCode.R);
layout.Add(KeyCode.T, KeyCode.T);
layout.Add(KeyCode.Y, KeyCode.Z);
layout.Add(KeyCode.U, KeyCode.U);
layout.Add(KeyCode.I, KeyCode.I);
layout.Add(KeyCode.O, KeyCode.O);
layout.Add(KeyCode.P, KeyCode.P);
layout.Add(KeyCode.A, KeyCode.A);
layout.Add(KeyCode.S, KeyCode.S);
layout.Add(KeyCode.D, KeyCode.D);
layout.Add(KeyCode.F, KeyCode.F);
layout.Add(KeyCode.G, KeyCode.G);
layout.Add(KeyCode.H, KeyCode.H);
layout.Add(KeyCode.J, KeyCode.J);
layout.Add(KeyCode.K, KeyCode.K);
layout.Add(KeyCode.L, KeyCode.L);
layout.Add(KeyCode.Z, KeyCode.Y);
layout.Add(KeyCode.X, KeyCode.X);
layout.Add(KeyCode.C, KeyCode.C);
layout.Add(KeyCode.V, KeyCode.V);
layout.Add(KeyCode.B, KeyCode.B);
layout.Add(KeyCode.N, KeyCode.N);
layout.Add(KeyCode.M, KeyCode.M);
return layout;
}
static Dictionary<KeyCode, KeyCode> GetLayoutDvorak()
{
var layout = new Dictionary<KeyCode, KeyCode>();
layout.Add(KeyCode.Q, KeyCode.Quote);
layout.Add(KeyCode.W, KeyCode.Comma);
layout.Add(KeyCode.E, KeyCode.Period);
layout.Add(KeyCode.R, KeyCode.P);
layout.Add(KeyCode.T, KeyCode.Y);
layout.Add(KeyCode.Y, KeyCode.F);
layout.Add(KeyCode.U, KeyCode.G);
layout.Add(KeyCode.I, KeyCode.C);
layout.Add(KeyCode.O, KeyCode.R);
layout.Add(KeyCode.P, KeyCode.L);
layout.Add(KeyCode.A, KeyCode.A);
layout.Add(KeyCode.S, KeyCode.O);
layout.Add(KeyCode.D, KeyCode.E);
layout.Add(KeyCode.F, KeyCode.U);
layout.Add(KeyCode.G, KeyCode.I);
layout.Add(KeyCode.H, KeyCode.D);
layout.Add(KeyCode.J, KeyCode.H);
layout.Add(KeyCode.K, KeyCode.T);
layout.Add(KeyCode.L, KeyCode.N);
layout.Add(KeyCode.Semicolon, KeyCode.S);
layout.Add(KeyCode.Z, KeyCode.Q);
layout.Add(KeyCode.X, KeyCode.J);
layout.Add(KeyCode.C, KeyCode.K);
layout.Add(KeyCode.V, KeyCode.X);
layout.Add(KeyCode.B, KeyCode.B);
layout.Add(KeyCode.N, KeyCode.M);
layout.Add(KeyCode.M, KeyCode.W);
layout.Add(KeyCode.Comma, KeyCode.V);
layout.Add(KeyCode.Period, KeyCode.Z);
return layout;
}
static Dictionary<KeyCode, KeyCode> GetLayoutColemak()
{
var layout = new Dictionary<KeyCode, KeyCode>();
layout.Add(KeyCode.Q, KeyCode.Q);
layout.Add(KeyCode.W, KeyCode.W);
layout.Add(KeyCode.E, KeyCode.F);
layout.Add(KeyCode.R, KeyCode.P);
layout.Add(KeyCode.T, KeyCode.G);
layout.Add(KeyCode.Y, KeyCode.J);
layout.Add(KeyCode.U, KeyCode.L);
layout.Add(KeyCode.I, KeyCode.U);
layout.Add(KeyCode.O, KeyCode.Y);
layout.Add(KeyCode.P, KeyCode.Semicolon);
layout.Add(KeyCode.A, KeyCode.A);
layout.Add(KeyCode.S, KeyCode.R);
layout.Add(KeyCode.D, KeyCode.S);
layout.Add(KeyCode.F, KeyCode.T);
layout.Add(KeyCode.G, KeyCode.D);
layout.Add(KeyCode.H, KeyCode.H);
layout.Add(KeyCode.J, KeyCode.N);
layout.Add(KeyCode.K, KeyCode.E);
layout.Add(KeyCode.L, KeyCode.I);
layout.Add(KeyCode.Semicolon, KeyCode.O);
layout.Add(KeyCode.Z, KeyCode.Z);
layout.Add(KeyCode.X, KeyCode.X);
layout.Add(KeyCode.C, KeyCode.C);
layout.Add(KeyCode.V, KeyCode.V);
layout.Add(KeyCode.B, KeyCode.B);
layout.Add(KeyCode.N, KeyCode.K);
layout.Add(KeyCode.M, KeyCode.M);
return layout;
}
#endregion
#region GAMEPADS
[SerializeField, Tooltip("The different gamepad control layouts")]
private GamepadProfile[] m_GamepadProfiles = { };
const int k_GamepadIndexXbox360 = 0;
const int k_GamepadIndexXboxOne = 1;
const int k_GamepadIndexPS4 = 2;
const int k_NumSupportedGamepads = 3;
private GamepadUnityInputs[] m_GamepadUnityInputs = { };
private int m_CurrentGamepadIndex = -1;
public static GamepadProfile[] gamepadProfiles
{
get { return s_CastInstance.m_GamepadProfiles; }
}
protected override bool GetIsGamepadConnected()
{
return m_CurrentGamepadIndex != -1;
}
protected override string GetConnectedGamepad()
{
if (m_CurrentGamepadIndex == -1)
return string.Empty;
else
return m_GamepadProfiles[m_CurrentGamepadIndex].name;
}
public static GamepadUnityInputs connectedGamepadInputs
{
get
{
if (s_CastInstance.m_CurrentGamepadIndex == -1)
return null;
else
return s_CastInstance.m_GamepadUnityInputs[s_CastInstance.m_CurrentGamepadIndex];
}
}
protected override int GetNumGamepadProfiles()
{
return gamepadProfiles.Length;
}
protected override string GetGamepadProfileNameInteral(int index)
{
return gamepadProfiles[index].name;
}
private GamepadInput m_GamepadRuntime = null;
public static GamepadInput gamepad
{
get
{
if (s_CastInstance != null)
return s_CastInstance.m_GamepadRuntime;
else
return null;
}
}
void OnValidate()
{
#if UNITY_EDITOR
foreach (var p in m_GamepadProfiles)
p.OnValidate();
#endif
}
void InitialiseGamepads()
{
m_GamepadUnityInputs = new GamepadUnityInputs[k_NumSupportedGamepads];
// Mappings based on information from: https://wiki.unity3d.com/index.php?title=Xbox360Controller
// Annoyingly, axes and buttons aren't consistent across platforms so we need per-platform profiles
// More will be added if requested (eg. consoles)
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
var xbox360 = new GamepadUnityInputs(
"XBox 360", // Name
"Gamepad Axis 1", "Gamepad Axis 2", // Left analogue
"Gamepad Axis 3", "Gamepad Axis 4", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 16", //ButtonAorX
"Gamepad Button 17", //ButtonBorCircle
"Gamepad Button 18", //ButtonXorSquare
"Gamepad Button 19", //ButtonYorTriangle
"Gamepad Button 13", //LBumper
"Gamepad AxisBtn 5", //LTrigger
"Gamepad Button 14", //RBumper
"Gamepad AxisBtn 6", //RTrigger
"Gamepad Button 5", //DPad_Up
"Gamepad Button 6", //DPad_Down
"Gamepad Button 7", //DPad_Left
"Gamepad Button 8", //DPad_Right
"Gamepad Button 11", //AnaloguePressL
"Gamepad Button 12", //AnaloguePressR
"Gamepad Button 9", //Start
"Gamepad Button 10" //Select
});
var xboxOne = new GamepadUnityInputs(
"XBox One", // Name
"Gamepad Axis 1", "Gamepad Axis 2", // Left analogue
"Gamepad Axis 3", "Gamepad Axis 4", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 16", //ButtonAorX
"Gamepad Button 17", //ButtonBorCircle
"Gamepad Button 18", //ButtonXorSquare
"Gamepad Button 19", //ButtonYorTriangle
"Gamepad Button 13", //LBumper
"Gamepad AxisBtn 5", //LTrigger
"Gamepad Button 14", //RBumper
"Gamepad AxisBtn 6", //RTrigger
"Gamepad Button 5", //DPad_Up
"Gamepad Button 6", //DPad_Down
"Gamepad Button 7", //DPad_Left
"Gamepad Button 8", //DPad_Right
"Gamepad Button 11", //AnaloguePressL
"Gamepad Button 12", //AnaloguePressR
"Gamepad Button 9", //Start
"Gamepad Button 10" //Select
});
var ps4 = new GamepadUnityInputs(
"Playstation Dualshock 4", // Name
"Gamepad Axis 1", "Gamepad AxisInv 2", // Left analogue
"Gamepad Axis 3", "Gamepad AxisInv 4", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 1", //ButtonAorX
"Gamepad Button 2", //ButtonBorCircle
"Gamepad Button 0", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad Button 6", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad Button 7", //RTrigger
"Gamepad AxisBtn 8", //DPad_Up
"Gamepad AxisBtnInv 8", //DPad_Down
"Gamepad AxisBtnInv 7", //DPad_Left
"Gamepad AxisBtn 7", //DPad_Right
"Gamepad Button 10", //AnaloguePressL
"Gamepad Button 11", //AnaloguePressR
"Gamepad Button 9", //Start
"Gamepad Button 13" //Select
});
#elif UNITY_STANDALONE_LINUX || UNITY_EDITOR_LINUX
var xbox360 = new GamepadUnityInputs(
"XBox 360", // Name
"Gamepad Axis 1", "Gamepad Axis 2", // Left analogue
"Gamepad Axis 4", "Gamepad Axis 5", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 0", //ButtonAorX
"Gamepad Button 1", //ButtonBorCircle
"Gamepad Button 2", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad AxisBtn 3", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad AxisBtn 6", //RTrigger
"Gamepad Button 13", //DPad_Up
"Gamepad Button 14", //DPad_Down
"Gamepad Button 11", //DPad_Left
"Gamepad Button 12", //DPad_Right
"Gamepad Button 9", //AnaloguePressL
"Gamepad Button 10", //AnaloguePressR
"Gamepad Button 7", //Start
"Gamepad Button 6" //Select
});
var xboxOne = new GamepadUnityInputs(
"XBox One", // Name
"Gamepad Axis 1", "Gamepad Axis 2", // Left analogue
"Gamepad Axis 4", "Gamepad Axis 5", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 0", //ButtonAorX
"Gamepad Button 1", //ButtonBorCircle
"Gamepad Button 2", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad AxisBtn 3", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad AxisBtn 6", //RTrigger
"Gamepad Button 13", //DPad_Up
"Gamepad Button 14", //DPad_Down
"Gamepad Button 11", //DPad_Left
"Gamepad Button 12", //DPad_Right
"Gamepad Button 9", //AnaloguePressL
"Gamepad Button 10", //AnaloguePressR
"Gamepad Button 7", //Start
"Gamepad Button 6" //Select
});
var ps4 = new GamepadUnityInputs(
"Playstation Dualshock 4", // Name
"Gamepad Axis 1", "Gamepad AxisInv 2", // Left analogue
"Gamepad Axis 3", "Gamepad AxisInv 6", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 1", //ButtonAorX
"Gamepad Button 2", //ButtonBorCircle
"Gamepad Button 0", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad Button 6", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad Button 7", //RTrigger
"Gamepad AxisBtn 8", //DPad_Up
"Gamepad AxisBtnInv 8", //DPad_Down
"Gamepad AxisBtnInv 7", //DPad_Left
"Gamepad AxisBtn 7", //DPad_Right
"Gamepad Button 10", //AnaloguePressL
"Gamepad Button 11", //AnaloguePressR
"Gamepad Button 9", //Start
"Gamepad Button 13" //Select
});
#else // WINDOWS (default)
var xbox360 = new GamepadUnityInputs(
"XBox 360", // Name
"Gamepad Axis 1", "Gamepad AxisInv 2", // Left analogue
"Gamepad Axis 4", "Gamepad AxisInv 5", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 0", //ButtonAorCross
"Gamepad Button 1", //ButtonBorCircle
"Gamepad Button 2", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad AxisBtn 9", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad AxisBtn 10", //RTrigger
"Gamepad AxisBtn 7", //DPad_Up
"Gamepad AxisBtnInv 7", //DPad_Down
"Gamepad AxisBtnInv 6", //DPad_Left
"Gamepad AxisBtn 6", //DPad_Right
"Gamepad Button 8", //AnaloguePressL
"Gamepad Button 9", //AnaloguePressR
"Gamepad Button 7", //Start
"Gamepad Button 6" //Select
});
var xboxOne = new GamepadUnityInputs(
"XBox One", // Name
"Gamepad Axis 1", "Gamepad AxisInv 2", // Left analogue
"Gamepad Axis 4", "Gamepad AxisInv 5", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 0", //ButtonAorCross
"Gamepad Button 1", //ButtonBorCircle
"Gamepad Button 2", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad AxisBtn 9", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad AxisBtn 10", //RTrigger
"Gamepad AxisBtn 7", //DPad_Up
"Gamepad AxisBtnInv 7", //DPad_Down
"Gamepad AxisBtnInv 6", //DPad_Left
"Gamepad AxisBtn 6", //DPad_Right
"Gamepad Button 8", //AnaloguePressL
"Gamepad Button 9", //AnaloguePressR
"Gamepad Button 7", //Start
"Gamepad Button 6" //Select
});
var ps4 = new GamepadUnityInputs(
"Playstation Dualshock 4", // Name
"Gamepad Axis 1", "Gamepad AxisInv 2", // Left analogue
"Gamepad Axis 3", "Gamepad AxisInv 6", // Right analogue
"", "", // Gyro
new string[]
{
"Gamepad Button 1", //ButtonAorCross
"Gamepad Button 2", //ButtonBorCircle
"Gamepad Button 0", //ButtonXorSquare
"Gamepad Button 3", //ButtonYorTriangle
"Gamepad Button 4", //LBumper
"Gamepad Button 6", //LTrigger
"Gamepad Button 5", //RBumper
"Gamepad Button 7", //RTrigger
"Gamepad AxisBtn 8", //DPad_Up
"Gamepad AxisBtnInv 8", //DPad_Down
"Gamepad AxisBtnInv 7", //DPad_Left
"Gamepad AxisBtn 7", //DPad_Right
"Gamepad Button 10", //AnaloguePressL
"Gamepad Button 11", //AnaloguePressR
"Gamepad Button 9", //Start
"Gamepad Button 13" //Select
});
#endif
// Apply the profiles
m_GamepadUnityInputs[k_GamepadIndexXbox360] = xbox360;
m_GamepadUnityInputs[k_GamepadIndexXboxOne] = xboxOne;
m_GamepadUnityInputs[k_GamepadIndexPS4] = ps4;
}
void CheckGamepads()
{
int oldIndex = m_CurrentGamepadIndex;
m_CurrentGamepadIndex = -1;
var joystickNames = Input.GetJoystickNames();
for (int i = 0; i < joystickNames.Length; ++i)
{
if (string.IsNullOrEmpty(joystickNames[i]))
continue;
string lower = joystickNames[i].ToLower();
// Check if PS4 controller
if (joystickNames[i] == "Wireless Controller" ||
joystickNames[i] == "Sony Interactive Entertainment Wireless Controller" ||
joystickNames[i] == "Sony Computer Entertainment Wireless Controller" ||
joystickNames[i] == "Sony Interactive Entertainment DUALSHOCK®4 USB Wireless Adaptor")
{
m_CurrentGamepadIndex = k_GamepadIndexPS4;
break;
}
// Check if XBox controller
if (lower.Contains("xbox"))
{
if (lower.Contains("xbox one"))
m_CurrentGamepadIndex = k_GamepadIndexXboxOne;
else
m_CurrentGamepadIndex = k_GamepadIndexXbox360;
break;
}
// Check if XBox Series controller (wireless)
if (joystickNames[i] == "Ű" ||
joystickNames[i] == "耀")
{
m_CurrentGamepadIndex = k_GamepadIndexXboxOne;
break;
}
}
// Fire changed event if relevant
if (m_CurrentGamepadIndex != oldIndex)
OnGamepadConnectedChanged(m_CurrentGamepadIndex != -1);
}
protected override void OnDestroy()
{
base.OnDestroy();
if (m_GamepadRuntime != null)
{
Destroy(m_GamepadRuntime);
m_GamepadRuntime = null;
}
}
public class GamepadInput : MonoBehaviour
{
private ButtonState[] m_States = null;
private bool m_UseGamepad = false;
private int m_ProfileIndex = 0;
private enum ButtonState
{
Up,
Pressed,
Down,
Released
}
private void Start()
{
// Allocate button states array
m_States = new ButtonState[FpsInputButton.count];
// Add controller disconnect handler (reset button states)
onIsGamepadConnectedChanged += OnIsGamepadConnectedChanged;
// Track settings use gamepad property
FpsSettings.gamepad.onSettingsChanged += OnGamepadSettingsChanged;
OnGamepadSettingsChanged();
}
void Update()
{
if (!isGamepadConnected || !m_UseGamepad)
return;
// Track axes for current profile
GamepadProfile p = gamepadProfiles[m_ProfileIndex];
GamepadUnityInputs g = connectedGamepadInputs;
// Check for gamepad connect/disconnect
s_CastInstance.CheckGamepads();
// Updated button states
for (int i = 0; i < (int)GamepadButton.Count; ++i)
{
var gamepadButton = (GamepadButton)i;
// Check if button is down
bool down = g.GetButton(gamepadButton);
var buttons = p.GetInputButtonsForGamepadButton(gamepadButton);
for (int j = 0; j < buttons.Length; ++j)
{
var button = buttons[j];
#if UNITY_EDITOR
// Error check
if (button >= m_States.Length)
{
Debug.Log("Button out of range: " + (GamepadButton)i);
return;
}
#endif
// Update state
switch (m_States[button])
{
case ButtonState.Up:
{
if (down)
m_States[button] = ButtonState.Pressed;
break;
}
case ButtonState.Pressed:
{
if (down)
m_States[button] = ButtonState.Down;
else
m_States[button] = ButtonState.Released;
break;
}
case ButtonState.Down:
{
if (!down)
m_States[button] = ButtonState.Released;
break;
}
case ButtonState.Released:
{
if (!down)
m_States[button] = ButtonState.Up;
else
m_States[button] = ButtonState.Pressed;
break;
}
}
}
}
}
public float GetAxis(FpsInputAxis axis)
{
if (!isGamepadConnected || !m_UseGamepad)
return 0f;
GamepadProfile p = gamepadProfiles[m_ProfileIndex];
GamepadUnityInputs g = connectedGamepadInputs;
if (p.analogueSetup == GamepadProfile.AnalogueSetup.LeftMoveRightLook)
{
switch (axis)
{
case FpsInputAxis.MoveX:
return g.GetLeftAnalogH();
case FpsInputAxis.MoveY:
return g.GetLeftAnalogV();
case FpsInputAxis.LookX:
return g.GetRightAnalogH();
case FpsInputAxis.LookY:
return g.GetRightAnalogV();
}
}
else
{
switch (axis)
{
case FpsInputAxis.MoveX:
return g.GetRightAnalogH();
case FpsInputAxis.MoveY:
return g.GetRightAnalogV();
case FpsInputAxis.LookX:
return g.GetLeftAnalogH();
case FpsInputAxis.LookY:
return g.GetLeftAnalogV();
}
}
return 0f;
}
public float GetAxisRaw(FpsInputAxis axis)
{
if (!isGamepadConnected || !m_UseGamepad)
return 0f;
GamepadProfile p = gamepadProfiles[m_ProfileIndex];
GamepadUnityInputs g = connectedGamepadInputs;
if (p.analogueSetup == GamepadProfile.AnalogueSetup.LeftMoveRightLook)
{
switch (axis)
{
case FpsInputAxis.MoveX:
return g.GetLeftAnalogRawH();
case FpsInputAxis.MoveY:
return g.GetLeftAnalogRawV();
case FpsInputAxis.LookX:
return g.GetRightAnalogRawH();
case FpsInputAxis.LookY:
return g.GetRightAnalogRawV();
}
}
else
{
switch (axis)
{
case FpsInputAxis.MoveX:
return g.GetRightAnalogRawH();
case FpsInputAxis.MoveY:
return g.GetRightAnalogRawV();
case FpsInputAxis.LookX:
return g.GetLeftAnalogRawH();
case FpsInputAxis.LookY:
return g.GetLeftAnalogRawV();
}
}
return 0f;
}
public bool GetButton(FpsInputButton button)
{
if (!m_UseGamepad || !isGamepadConnected)
return false;
return m_States[button] == ButtonState.Down || m_States[button] == ButtonState.Pressed;
}
public bool GetButtonDown(FpsInputButton button)
{
if (!m_UseGamepad || !isGamepadConnected)
return false;
return m_States[button] == ButtonState.Pressed;
}
public bool GetButtonUp(FpsInputButton button)
{
if (!m_UseGamepad || !isGamepadConnected)
return false;
return m_States[button] == ButtonState.Released;
}
void ResetButtonStates()
{
for (int i = 0; i < m_States.Length; ++i)
m_States[i] = ButtonState.Up;
}
void OnIsGamepadConnectedChanged(bool connected)
{
ResetButtonStates();
}
void OnGamepadSettingsChanged()
{
bool reset = false;
// Check if use gamepad has changed
var useGamepad = FpsSettings.gamepad.useGamepad;
if (useGamepad != m_UseGamepad)
{
m_UseGamepad = useGamepad;
reset = true;
}
// Check if gamepad profile index has changed
var profile = FpsSettings.gamepad.profile;
if (profile != m_ProfileIndex)
{
m_ProfileIndex = profile;
reset = true;
}
// Reset button states if required
if (reset)
ResetButtonStates();
}
}
#endregion
#region CODE GENERATION (BUTTONS, AXES, CONTEXTS)
#if UNITY_EDITOR
#pragma warning disable 0414
// Script templates
[SerializeField] private UnityEngine.Object m_ScriptFolder = null;
[SerializeField] private TextAsset m_ScriptTemplate = null;
// Editor foldouts
[SerializeField] private bool m_ExpandInputButtons = false;
[SerializeField] private bool m_ExpandInputAxes = false;
[SerializeField] private bool m_ExpandInputContexts = false;
// Copies of the button setup to revert to. Copied from m_InputButtons when the FpsInputButton constants are generated
[SerializeField] private InputButtonInfo[] m_Revert = { };
[SerializeField] private InputButtonInfo[] m_Snapshot = { };
// Dirty flags for buttons (requires code generation) and button props (display name, default keys, etc)
[SerializeField] private bool m_ButtonsRequireRebuild = true;
[SerializeField] private bool m_InputButtonsDirty = true;
[SerializeField] private int m_InputButtonsError = 0;
// Input axes
[SerializeField] private GeneratorConstantsEntry[] m_InputAxisInfo = null;
[SerializeField] private bool m_InputAxisDirty = false;
[SerializeField] private int m_InputAxisError = 1;
public override bool showError
{
get { return base.showError || m_InputAxisError > 0 || m_InputButtonsError > 0; }
}
#pragma warning restore 0414
#endif
#endregion
}
}