VR4Medical/ICI/Library/PackageCache/com.unity.xr.interaction.toolkit@42ef3600567b/Runtime/Inputs/InputActionManager.cs
2025-07-29 13:45:50 +03:00

99 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.InputSystem;
namespace UnityEngine.XR.Interaction.Toolkit.Inputs
{
/// <summary>
/// Use this class to automatically enable or disable all the inputs of type <see cref="InputAction"/>
/// in a list of assets of type <see cref="InputActionAsset"/>.
/// </summary>
/// <remarks>
/// Actions are initially disabled, meaning they do not listen/react to input yet. Use this
/// class to mass enable actions so that they actively listen for input and run callbacks.
/// </remarks>
/// <seealso cref="InputAction"/>
[AddComponentMenu("Input/Input Action Manager")]
[HelpURL(XRHelpURLConstants.k_InputActionManager)]
public class InputActionManager : MonoBehaviour
{
[SerializeField]
[Tooltip("Input action assets to affect when inputs are enabled or disabled.")]
List<InputActionAsset> m_ActionAssets;
/// <summary>
/// Input action assets to affect when inputs are enabled or disabled.
/// </summary>
public List<InputActionAsset> actionAssets
{
get => m_ActionAssets;
set => m_ActionAssets = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
EnableInput();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
DisableInput();
}
/// <summary>
/// Enable all actions referenced by this component.
/// </summary>
/// <remarks>
/// Unity will automatically call this function when this <see cref="InputActionManager"/> component is enabled.
/// However, this method can be called to enable input manually, such as after disabling it with <see cref="DisableInput"/>.
/// <br />
/// Enabling inputs only enables the action maps contained within the referenced
/// action map assets (see <see cref="actionAssets"/>).
/// </remarks>
/// <seealso cref="DisableInput"/>
public void EnableInput()
{
if (m_ActionAssets == null)
return;
foreach (var actionAsset in m_ActionAssets)
{
if (actionAsset != null)
{
actionAsset.Enable();
}
}
}
/// <summary>
/// Disable all actions referenced by this component.
/// </summary>
/// <remarks>
/// This function will automatically be called when this <see cref="InputActionManager"/> component is disabled.
/// However, this method can be called to disable input manually, such as after enabling it with <see cref="EnableInput"/>.
/// <br />
/// Disabling inputs only disables the action maps contained within the referenced
/// action map assets (see <see cref="actionAssets"/>).
/// </remarks>
/// <seealso cref="EnableInput"/>
public void DisableInput()
{
if (m_ActionAssets == null)
return;
foreach (var actionAsset in m_ActionAssets)
{
if (actionAsset != null)
{
actionAsset.Disable();
}
}
}
}
}