using System.Collections.Generic; namespace UnityEngine.Rendering { public enum DebugAction { EnableDebugMenu, PreviousDebugPanel, NextDebugPanel, Action, MakePersistent, MoveVertical, MoveHorizontal, Multiplier, ResetAll, DebugActionCount } enum DebugActionRepeatMode { Never, Delay } public sealed partial class DebugManager { const string kEnableDebugBtn1 = "Enable Debug Button 1"; const string kEnableDebugBtn2 = "Enable Debug Button 2"; const string kDebugPreviousBtn = "Debug Previous"; const string kDebugNextBtn = "Debug Next"; const string kValidateBtn = "Debug Validate"; const string kPersistentBtn = "Debug Persistent"; const string kDPadVertical = "Debug Vertical"; const string kDPadHorizontal = "Debug Horizontal"; const string kMultiplierBtn = "Debug Multiplier"; const string kResetBtn = "Debug Reset"; DebugActionDesc[] m_DebugActions; DebugActionState[] m_DebugActionStates; void RegisterActions() { m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount]; m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount]; var enableDebugMenu = new DebugActionDesc(); enableDebugMenu.buttonTriggerList.Add(new[] { kEnableDebugBtn1, kEnableDebugBtn2 }); enableDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftControl, KeyCode.Backspace }); enableDebugMenu.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.EnableDebugMenu, enableDebugMenu); var resetDebugMenu = new DebugActionDesc(); resetDebugMenu.buttonTriggerList.Add(new[] { kResetBtn, kEnableDebugBtn2 }); resetDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftAlt, KeyCode.Backspace }); resetDebugMenu.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.ResetAll, resetDebugMenu); var nextDebugPanel = new DebugActionDesc(); nextDebugPanel.buttonTriggerList.Add(new[] { kDebugNextBtn }); nextDebugPanel.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.NextDebugPanel, nextDebugPanel); var previousDebugPanel = new DebugActionDesc(); previousDebugPanel.buttonTriggerList.Add(new[] { kDebugPreviousBtn }); previousDebugPanel.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.PreviousDebugPanel, previousDebugPanel); var validate = new DebugActionDesc(); validate.buttonTriggerList.Add(new[] { kValidateBtn }); validate.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.Action, validate); var persistent = new DebugActionDesc(); persistent.buttonTriggerList.Add(new[] { kPersistentBtn }); persistent.repeatMode = DebugActionRepeatMode.Never; AddAction(DebugAction.MakePersistent, persistent); var multiplier = new DebugActionDesc(); multiplier.buttonTriggerList.Add(new[] { kMultiplierBtn }); multiplier.repeatMode = DebugActionRepeatMode.Delay; validate.repeatDelay = 0f; AddAction(DebugAction.Multiplier, multiplier); AddAction(DebugAction.MoveVertical, new DebugActionDesc { axisTrigger = kDPadVertical, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.16f }); AddAction(DebugAction.MoveHorizontal, new DebugActionDesc { axisTrigger = kDPadHorizontal, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.16f }); } void AddAction(DebugAction action, DebugActionDesc desc) { int index = (int)action; m_DebugActions[index] = desc; m_DebugActionStates[index] = new DebugActionState(); } void SampleAction(int actionIndex) { var desc = m_DebugActions[actionIndex]; var state = m_DebugActionStates[actionIndex]; //bool canSampleAction = (state.actionTriggered == false) || (desc.repeatMode == DebugActionRepeatMode.Delay && state.timer > desc.repeatDelay); if (state.runningAction == false) { // Check button triggers for (int buttonListIndex = 0; buttonListIndex < desc.buttonTriggerList.Count; ++buttonListIndex) { var buttons = desc.buttonTriggerList[buttonListIndex]; bool allButtonPressed = true; foreach (var button in buttons) { allButtonPressed = Input.GetButton(button); if (!allButtonPressed) break; } if (allButtonPressed) { state.TriggerWithButton(buttons, 1f); break; } } // Check axis triggers if (desc.axisTrigger != "") { float axisValue = Input.GetAxis(desc.axisTrigger); if (axisValue != 0f) state.TriggerWithAxis(desc.axisTrigger, axisValue); } // Check key triggers for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex) { var keys = desc.keyTriggerList[keyListIndex]; bool allKeyPressed = true; foreach (var key in keys) { allKeyPressed = Input.GetKey(key); if (!allKeyPressed) break; } if (allKeyPressed) { state.TriggerWithKey(keys, 1f); break; } } } } void UpdateAction(int actionIndex) { var desc = m_DebugActions[actionIndex]; var state = m_DebugActionStates[actionIndex]; if (state.runningAction) state.Update(desc); } public void UpdateActions() { for (int actionIndex = 0; actionIndex < m_DebugActions.Length; ++actionIndex) { UpdateAction(actionIndex); SampleAction(actionIndex); } } public float GetAction(DebugAction action) { return m_DebugActionStates[(int)action].actionState; } void RegisterInputs() { #if UNITY_EDITOR var inputEntries = new List { new InputManagerEntry { name = kEnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" }, new InputManagerEntry { name = kEnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" }, new InputManagerEntry { name = kResetBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt", altBtnPositive = "joystick button 1" }, new InputManagerEntry { name = kDebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" }, new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" }, new InputManagerEntry { name = kValidateBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return", altBtnPositive = "joystick button 0" }, new InputManagerEntry { name = kPersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" }, new InputManagerEntry { name = kMultiplierBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift", altBtnPositive = "joystick button 3" }, new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f }, new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f }, new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f }, new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f }, }; InputRegistering.RegisterInputs(inputEntries); #endif } } class DebugActionDesc { public List buttonTriggerList = new List(); public string axisTrigger = ""; public List keyTriggerList = new List(); public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never; public float repeatDelay; } class DebugActionState { enum DebugActionKeyType { Button, Axis, Key } DebugActionKeyType m_Type; string[] m_PressedButtons; string m_PressedAxis = ""; KeyCode[] m_PressedKeys; bool[] m_TriggerPressedUp; float m_Timer; internal bool runningAction { get; private set; } internal float actionState { get; private set; } void Trigger(int triggerCount, float state) { actionState = state; runningAction = true; m_Timer = 0f; m_TriggerPressedUp = new bool[triggerCount]; for (int i = 0; i < m_TriggerPressedUp.Length; ++i) m_TriggerPressedUp[i] = false; } public void TriggerWithButton(string[] buttons, float state) { m_Type = DebugActionKeyType.Button; m_PressedButtons = buttons; m_PressedAxis = ""; Trigger(buttons.Length, state); } public void TriggerWithAxis(string axis, float state) { m_Type = DebugActionKeyType.Axis; m_PressedAxis = axis; Trigger(1, state); } public void TriggerWithKey(KeyCode[] keys, float state) { m_Type = DebugActionKeyType.Key; m_PressedKeys = keys; m_PressedAxis = ""; Trigger(keys.Length, state); } void Reset() { runningAction = false; m_Timer = 0f; m_TriggerPressedUp = null; } public void Update(DebugActionDesc desc) { // Always reset this so that the action can only be caught once until repeat/reset actionState = 0f; if (m_TriggerPressedUp != null) { m_Timer += Time.deltaTime; for (int i = 0; i < m_TriggerPressedUp.Length; ++i) { if (m_Type == DebugActionKeyType.Button) m_TriggerPressedUp[i] |= Input.GetButtonUp(m_PressedButtons[i]); else if (m_Type == DebugActionKeyType.Axis) m_TriggerPressedUp[i] |= Mathf.Approximately(Input.GetAxis(m_PressedAxis), 0f); else m_TriggerPressedUp[i] |= Input.GetKeyUp(m_PressedKeys[i]); } bool allTriggerUp = true; foreach (bool value in m_TriggerPressedUp) allTriggerUp &= value; if (allTriggerUp || (m_Timer > desc.repeatDelay && desc.repeatMode == DebugActionRepeatMode.Delay)) Reset(); } } } }