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383 行
16 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{
public class DebugActionManager
{
static private DebugActionManager s_Instance = null;
static public DebugActionManager instance
{
get
{
if (s_Instance == null)
s_Instance = new DebugActionManager();
return s_Instance;
}
}
private static string kEnableDebugBtn1 = "Enable Debug Button 1";
private static string kEnableDebugBtn2 = "Enable Debug Button 2";
private static string kDebugPreviousBtn = "Debug Previous";
private static string kDebugNextBtn = "Debug Next";
private static string kValidateBtn = "Debug Validate";
private static string kPersistentBtn = "Debug Persistent";
private static string kDPadVertical = "Debug Vertical";
private static string kDPadHorizontal = "Debug Horizontal";
public enum DebugAction
{
EnableDebugMenu,
PreviousDebugPanel,
NextDebugPanel,
Validate,
MakePersistent,
MoveVertical,
MoveHorizontal,
DebugActionCount
}
enum DebugActionRepeatMode
{
Never,
Delay
}
class DebugActionDesc
{
public List<string[]> buttonTriggerList = new List<string[]>();
public string axisTrigger = "";
public List<KeyCode[]> keyTriggerList = new List<KeyCode[]>();
public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never;
public float repeatDelay = 0.0f;
}
class DebugActionState
{
enum DebugActionKeyType
{
Button,
Axis,
Key
}
DebugActionKeyType m_Type;
string[] m_PressedButtons;
string m_PressedAxis = "";
KeyCode[] m_PressedKeys;
bool[] m_TriggerPressedUp = null;
float m_Timer;
bool m_RunningAction = false;
float m_ActionState = 0.0f;
public bool runningAction { get { return m_RunningAction; } }
public float actionState { get { return m_ActionState; } }
public float timer{ get { return m_Timer; } }
private void Trigger(int triggerCount, float state)
{
m_ActionState = state;
m_RunningAction = true;
m_Timer = 0.0f;
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);
}
private void Reset()
{
m_RunningAction = false;
m_Timer = 0.0f;
m_TriggerPressedUp = null;
}
public void Update(DebugActionDesc desc)
{
// Always reset this so that the action can only be caught once until repeat/reset
m_ActionState = 0.0f;
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] |= (Input.GetAxis(m_PressedAxis) == 0.0f);
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();
}
}
}
}
DebugActionDesc[] m_DebugActions = null;
DebugActionState[] m_DebugActionStates = null;
void RegisterActions()
{
m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount];
m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount];
DebugActionDesc 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);
DebugActionDesc nextDebugPanel = new DebugActionDesc();
nextDebugPanel.buttonTriggerList.Add(new[] { kDebugNextBtn });
nextDebugPanel.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.NextDebugPanel, nextDebugPanel);
DebugActionDesc previousDebugPanel = new DebugActionDesc();
previousDebugPanel.buttonTriggerList.Add(new[] { kDebugPreviousBtn });
previousDebugPanel.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.PreviousDebugPanel, previousDebugPanel);
DebugActionDesc validate = new DebugActionDesc();
validate.buttonTriggerList.Add(new[] { kValidateBtn });
validate.repeatMode = DebugActionRepeatMode.Delay;
validate.repeatDelay = 0.25f;
AddAction(DebugAction.Validate, validate);
DebugActionDesc persistent = new DebugActionDesc();
persistent.buttonTriggerList.Add(new[] { kPersistentBtn });
persistent.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.MakePersistent, persistent);
AddAction(DebugAction.MoveVertical, new DebugActionDesc { axisTrigger = kDPadVertical, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.2f });
AddAction(DebugAction.MoveHorizontal, new DebugActionDesc { axisTrigger = kDPadHorizontal, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.2f });
}
DebugActionManager()
{
RegisterInputs();
RegisterActions();
}
void AddAction(DebugAction action, DebugActionDesc desc)
{
int index = (int)action;
m_DebugActions[index] = desc;
m_DebugActionStates[index] = new DebugActionState();
}
void SampleAction(int actionIndex)
{
DebugActionDesc desc = m_DebugActions[actionIndex];
DebugActionState 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)
{
string[] buttons = desc.buttonTriggerList[buttonListIndex];
bool allButtonPressed = true;
foreach (string button in buttons)
{
allButtonPressed = allButtonPressed && Input.GetButton(button);
if (!allButtonPressed)
break;
}
if (allButtonPressed)
{
state.TriggerWithButton(buttons, 1.0f);
break;
}
}
// Check axis triggers
if(desc.axisTrigger != "")
{
float axisValue = Input.GetAxis(desc.axisTrigger);
if(axisValue != 0.0f)
{
state.TriggerWithAxis(desc.axisTrigger, axisValue);
}
}
// Check key triggers
for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex)
{
KeyCode[] keys = desc.keyTriggerList[keyListIndex];
bool allKeyPressed = true;
foreach (KeyCode key in keys)
{
allKeyPressed = allKeyPressed && Input.GetKey(key);
if (!allKeyPressed)
break;
}
if (allKeyPressed)
{
state.TriggerWithKey(keys, 1.0f);
break;
}
}
}
}
void UpdateAction(int actionIndex)
{
DebugActionDesc desc = m_DebugActions[actionIndex];
DebugActionState state = m_DebugActionStates[actionIndex];
if(state.runningAction)
{
state.Update(desc);
}
}
public void Update()
{
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
// Grab reference to input manager
var currentSelection = UnityEditor.Selection.activeObject;
UnityEditor.EditorApplication.ExecuteMenuItem("Edit/Project Settings/Input");
var inputManager = UnityEditor.Selection.activeObject;
// Wrap in serialized object
var soInputManager = new UnityEditor.SerializedObject(inputManager);
var spAxes = soInputManager.FindProperty("m_Axes");
// Add new bindings
new InputManagerEntry { name = kEnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" }.WriteEntry(spAxes);
new InputManagerEntry { name = kEnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" }.WriteEntry(spAxes);
new InputManagerEntry { name = kDebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" }.WriteEntry(spAxes);
new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" }.WriteEntry(spAxes);
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }.WriteEntry(spAxes);
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }.WriteEntry(spAxes);
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up", btnNegative = "down", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }.WriteEntry(spAxes);
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up", btnNegative = "down", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }.WriteEntry(spAxes);
new InputManagerEntry { name = kValidateBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return", altBtnPositive = "joystick button 0" }.WriteEntry(spAxes);
new InputManagerEntry { name = kPersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" }.WriteEntry(spAxes);
// Commit
soInputManager.ApplyModifiedProperties();
UnityEditor.Selection.activeObject = currentSelection;
#endif
}
#if UNITY_EDITOR
class InputManagerEntry
{
public enum Kind { KeyOrButton, Mouse, Axis }
public enum Axis { X, Y, Third, Fourth, Fifth, Sixth, Seventh, Eigth }
public enum Joy { All, First, Second }
public string name = "";
public string desc = "";
public string btnNegative = "";
public string btnPositive = "";
public string altBtnNegative = "";
public string altBtnPositive = "";
public float gravity = 0.0f;
public float deadZone = 0.0f;
public float sensitivity = 0.0f;
public bool snap = false;
public bool invert = false;
public Kind kind = Kind.Axis;
public Axis axis = Axis.X;
public Joy joystick = Joy.All;
bool InputAlreadyRegistered(string name, Kind kind, UnityEditor.SerializedProperty spAxes)
{
for (var i = 0; i < spAxes.arraySize; ++i )
{
var spAxis = spAxes.GetArrayElementAtIndex(i);
var axisName = spAxis.FindPropertyRelative("m_Name").stringValue;
var kindValue = spAxis.FindPropertyRelative("type").intValue;
if (axisName == name && (int)kind == kindValue)
return true;
}
return false;
}
public void WriteEntry(UnityEditor.SerializedProperty spAxes)
{
if(InputAlreadyRegistered(name, kind, spAxes))
return;
spAxes.InsertArrayElementAtIndex(spAxes.arraySize);
var spAxis = spAxes.GetArrayElementAtIndex(spAxes.arraySize - 1);
spAxis.FindPropertyRelative("m_Name").stringValue = name;
spAxis.FindPropertyRelative("descriptiveName").stringValue = desc;
spAxis.FindPropertyRelative("negativeButton").stringValue = btnNegative;
spAxis.FindPropertyRelative("altNegativeButton").stringValue = altBtnNegative;
spAxis.FindPropertyRelative("positiveButton").stringValue = btnPositive;
spAxis.FindPropertyRelative("altPositiveButton").stringValue = altBtnPositive;
spAxis.FindPropertyRelative("gravity").floatValue = gravity;
spAxis.FindPropertyRelative("dead").floatValue = deadZone;
spAxis.FindPropertyRelative("sensitivity").floatValue = sensitivity;
spAxis.FindPropertyRelative("snap").boolValue = snap;
spAxis.FindPropertyRelative("invert").boolValue = invert;
spAxis.FindPropertyRelative("type").intValue = (int)kind;
spAxis.FindPropertyRelative("axis").intValue = (int)axis;
spAxis.FindPropertyRelative("joyNum").intValue = (int)joystick;
}
}
#endif
}
}