using System;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.XR.Interaction.Toolkit.Inputs;
using UnityEngine.XR.Interaction.Toolkit.Locomotion;
namespace UnityEngine.XR.Interaction.Toolkit
{
///
/// Locomotion provider that allows the user to smoothly move their rig continuously over time
/// using a specified input action.
///
///
[AddComponentMenu("XR/Locomotion/Legacy/Continuous Move Provider (Action-based)", 11)]
[HelpURL(XRHelpURLConstants.k_ActionBasedContinuousMoveProvider)]
[Obsolete("ActionBasedContinuousMoveProvider has been deprecated in version 3.0.0. Use ContinuousMoveProvider instead.", false)]
public class ActionBasedContinuousMoveProvider : ContinuousMoveProviderBase
{
[SerializeField]
[Tooltip("The Input System Action that will be used to read Move data from the left hand controller. Must be a Value Vector2 Control.")]
InputActionProperty m_LeftHandMoveAction = new InputActionProperty(new InputAction("Left Hand Move", expectedControlType: "Vector2"));
///
/// The Input System Action that Unity uses to read Move data from the left hand controller. Must be a Control.
///
public InputActionProperty leftHandMoveAction
{
get => m_LeftHandMoveAction;
set => SetInputActionProperty(ref m_LeftHandMoveAction, value);
}
[SerializeField]
[Tooltip("The Input System Action that will be used to read Move data from the right hand controller. Must be a Value Vector2 Control.")]
InputActionProperty m_RightHandMoveAction = new InputActionProperty(new InputAction("Right Hand Move", expectedControlType: "Vector2"));
///
/// The Input System Action that Unity uses to read Move data from the right hand controller. Must be a Control.
///
public InputActionProperty rightHandMoveAction
{
get => m_RightHandMoveAction;
set => SetInputActionProperty(ref m_RightHandMoveAction, value);
}
///
/// See .
///
protected void OnEnable()
{
m_LeftHandMoveAction.EnableDirectAction();
m_RightHandMoveAction.EnableDirectAction();
}
///
/// See .
///
protected void OnDisable()
{
m_LeftHandMoveAction.DisableDirectAction();
m_RightHandMoveAction.DisableDirectAction();
}
///
protected override Vector2 ReadInput()
{
var leftHandValue = m_LeftHandMoveAction.action?.ReadValue() ?? Vector2.zero;
var rightHandValue = m_RightHandMoveAction.action?.ReadValue() ?? Vector2.zero;
return leftHandValue + rightHandValue;
}
void SetInputActionProperty(ref InputActionProperty property, InputActionProperty value)
{
if (Application.isPlaying)
property.DisableDirectAction();
property = value;
if (Application.isPlaying && isActiveAndEnabled)
property.EnableDirectAction();
}
}
}