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

80 lines
3.4 KiB
C#

using System;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.XR.Interaction.Toolkit.Inputs;
namespace UnityEngine.XR.Interaction.Toolkit
{
/// <summary>
/// A locomotion provider that allows the user to rotate their rig using a 2D axis input
/// from an input system action.
/// </summary>
[AddComponentMenu("XR/Locomotion/Legacy/Snap Turn Provider (Action-based)", 11)]
[HelpURL(XRHelpURLConstants.k_ActionBasedSnapTurnProvider)]
[Obsolete("ActionBasedSnapTurnProvider has been deprecated in version 3.0.0. Use SnapTurnProvider instead.")]
public class ActionBasedSnapTurnProvider : SnapTurnProviderBase
{
[SerializeField]
[Tooltip("The Input System Action that will be used to read Snap Turn data from the left hand controller. Must be a Value Vector2 Control.")]
InputActionProperty m_LeftHandSnapTurnAction = new InputActionProperty(new InputAction("Left Hand Snap Turn", expectedControlType: "Vector2"));
/// <summary>
/// The Input System Action that Unity uses to read Snap Turn data sent from the left hand controller. Must be a <see cref="InputActionType.Value"/> <see cref="Vector2Control"/> Control.
/// </summary>
public InputActionProperty leftHandSnapTurnAction
{
get => m_LeftHandSnapTurnAction;
set => SetInputActionProperty(ref m_LeftHandSnapTurnAction, value);
}
[SerializeField]
[Tooltip("The Input System Action that will be used to read Snap Turn data from the right hand controller. Must be a Value Vector2 Control.")]
InputActionProperty m_RightHandSnapTurnAction = new InputActionProperty(new InputAction("Right Hand Snap Turn", expectedControlType: "Vector2"));
/// <summary>
/// The Input System Action that Unity uses to read Snap Turn data sent from the right hand controller. Must be a <see cref="InputActionType.Value"/> <see cref="Vector2Control"/> Control.
/// </summary>
public InputActionProperty rightHandSnapTurnAction
{
get => m_RightHandSnapTurnAction;
set => SetInputActionProperty(ref m_RightHandSnapTurnAction, value);
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
m_LeftHandSnapTurnAction.EnableDirectAction();
m_RightHandSnapTurnAction.EnableDirectAction();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
m_LeftHandSnapTurnAction.DisableDirectAction();
m_RightHandSnapTurnAction.DisableDirectAction();
}
/// <inheritdoc />
protected override Vector2 ReadInput()
{
var leftHandValue = m_LeftHandSnapTurnAction.action?.ReadValue<Vector2>() ?? Vector2.zero;
var rightHandValue = m_RightHandSnapTurnAction.action?.ReadValue<Vector2>() ?? 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();
}
}
}