Strip down to just input system itself, without the demo scenes and assets. This allows using as nested repository in multiple projects.

This commit is contained in:
Rune Skovbo Johansen 2016-01-21 14:55:44 +01:00
Родитель deac59eb22
Коммит b3f364898a
193 изменённых файлов: 0 добавлений и 6876 удалений

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using UnityEngine;
using UnityEngine.InputNew;
// GENERATED FILE - DO NOT EDIT MANUALLY
public class FirstPersonControls : ActionMapInput {
public FirstPersonControls (ActionMap actionMap) : base (actionMap) { }
public FirstPersonControls (ControlSchemeInput controlSchemeInput) : base (controlSchemeInput) { }
public AxisInputControl @moveX { get { return (AxisInputControl)this[0]; } }
public AxisInputControl @moveY { get { return (AxisInputControl)this[1]; } }
public Vector2InputControl @move { get { return (Vector2InputControl)this[2]; } }
public AxisInputControl @lookX { get { return (AxisInputControl)this[3]; } }
public AxisInputControl @lookY { get { return (AxisInputControl)this[4]; } }
public Vector2InputControl @look { get { return (Vector2InputControl)this[5]; } }
public ButtonInputControl @fire { get { return (ButtonInputControl)this[6]; } }
public ButtonInputControl @menu { get { return (ButtonInputControl)this[7]; } }
public ButtonInputControl @lockCursor { get { return (ButtonInputControl)this[8]; } }
public ButtonInputControl @unlockCursor { get { return (ButtonInputControl)this[9]; } }
public ButtonInputControl @reconfigure { get { return (ButtonInputControl)this[10]; } }
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputNew;
using Random = UnityEngine.Random;
using UnityEngine.Serialization;
public class CharacterInputController
: MonoBehaviour
{
FirstPersonControls m_PlayerInput;
Rigidbody m_Rigid;
Vector2 m_Rotation = Vector2.zero;
float m_TimeOfLastShot;
[FormerlySerializedAs("controlMap")]
public ActionMap actionMap;
[Space(10)]
public int playerIndex = -1;
public Transform head;
public float moveSpeed = 5;
public GameObject projectile;
public float timeBetweenShots = 0.5f;
[Space(10)]
public CubeSizer sizer;
public Text controlsText;
public RuntimeRebinding rebinder;
public void Start()
{
if (playerIndex == -1)
{
playerIndex = InputSystem.CreatePlayerHandle(actionMap, false).index;
SetupPlayer(playerIndex);
}
}
public void SetupPlayer(int playerIndex)
{
this.playerIndex = playerIndex;
m_PlayerInput = InputSystem.GetPlayerHandle(playerIndex).GetActions<FirstPersonControls>();
m_PlayerInput.active = true;
if (sizer != null)
sizer.playerIndex = playerIndex;
if (rebinder != null)
rebinder.Initialize(m_PlayerInput.currentControlScheme);
m_Rigid = GetComponent<Rigidbody>();
LockCursor(true);
}
public void Update()
{
// Move
var move = m_PlayerInput.move.vector2;
Vector3 velocity = transform.TransformDirection(new Vector3(move.x, 0, move.y)) * moveSpeed;
m_Rigid.velocity = new Vector3(velocity.x, m_Rigid.velocity.y, velocity.z);
// Look
var look = m_PlayerInput.look.vector2;
m_Rotation.y += look.x;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - look.y, -89, 89);
transform.localEulerAngles = new Vector3(0, m_Rotation.y, 0);
head.localEulerAngles = new Vector3(m_Rotation.x, 0, 0);
// Fire
var fire = m_PlayerInput.fire.isHeld;
if (fire)
{
var currentTime = Time.time;
var timeElapsedSinceLastShot = currentTime - m_TimeOfLastShot;
if (timeElapsedSinceLastShot > timeBetweenShots)
{
m_TimeOfLastShot = currentTime;
Fire();
}
}
if (m_PlayerInput.lockCursor.wasJustPressed)
LockCursor(true);
if (m_PlayerInput.unlockCursor.wasJustPressed)
LockCursor(false);
if (m_PlayerInput.menu.wasJustPressed)
sizer.ToggleMenu();
if (rebinder != null)
{
if (m_PlayerInput.reconfigure.wasJustPressed)
rebinder.enabled = !rebinder.enabled;
if (rebinder.enabled == m_PlayerInput.active)
{
LockCursor(!rebinder.enabled);
m_PlayerInput.active = !rebinder.enabled;
controlsText.enabled = !rebinder.enabled;
}
}
HandleControlsText();
}
void HandleControlsText()
{
string help = string.Empty;
help += GetControlHelp(m_PlayerInput.moveX) + "\n";
help += GetControlHelp(m_PlayerInput.moveY) + "\n";
help += GetControlHelp(m_PlayerInput.lookX) + "\n";
help += GetControlHelp(m_PlayerInput.lookY) + "\n";
help += GetControlHelp(m_PlayerInput.fire) + "\n";
help += GetControlHelp(m_PlayerInput.menu);
controlsText.text = help;
}
private string GetControlHelp(InputControl control)
{
return string.Format("Use {0} to {1}!", control.GetPrimarySourceName(), control.name);
}
void Fire()
{
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = head.position + head.forward * 0.6f;
newProjectile.transform.rotation = head.rotation;
float size = (sizer == null ? 1 : sizer.size);
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(head.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color = new Color(Random.value, Random.value, Random.value, 1.0f);
}
void LockCursor(bool value)
{
var mouse = Mouse.current;
if (mouse != null)
mouse.cursor.isLocked = value;
}
}

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@ -1,57 +0,0 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.InputNew;
using UnityEngine.Serialization;
// This sizer does not use the UI event system,
// since it's not integrated with the Input System prototype at this point.
// UI is only used for graphics.
public class CubeSizer : MonoBehaviour
{
FirstPersonControls m_PlayerInput;
[FormerlySerializedAs("controlMap")]
public ActionMap actionMap;
public int playerIndex;
[Space(10)]
public GameObject menu;
public Slider slider;
public float size { get { return slider.value; } }
public void OpenMenu()
{
enabled = true;
menu.SetActive(true);
m_PlayerInput = InputSystem.GetPlayerHandle(playerIndex).AssignActions<FirstPersonControls>(actionMap);
m_PlayerInput.active = true;
}
public void CloseMenu()
{
m_PlayerInput.active = false;
menu.SetActive(false);
enabled = false;
}
public void ToggleMenu()
{
if (enabled)
CloseMenu();
else
OpenMenu();
}
void Update()
{
if (m_PlayerInput.moveX.negative.wasJustPressed)
slider.value -= 0.1f;
if (m_PlayerInput.moveX.positive.wasJustPressed)
slider.value += 0.1f;
if (m_PlayerInput.menu.wasJustPressed)
ToggleMenu();
}
}

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@ -1,141 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputNew;
using Random = UnityEngine.Random;
using UnityEngine.Serialization;
public class MultiplayerManager
: MonoBehaviour
{
public GameObject playerPrefab;
[FormerlySerializedAs("controlMap")]
public ActionMap actionMap;
public GameObject hubCamera;
enum PlayerStatus { Inactive, Joined, Ready }
class PlayerInfo
{
public PlayerHandle playerHandle;
public FirstPersonControls actions;
public bool ready = false;
public int colorIndex;
public PlayerInfo(PlayerHandle playerHandle)
{
this.playerHandle = playerHandle;
actions = playerHandle.GetActions<FirstPersonControls>();
actions.active = true;
}
}
List<PlayerInfo> players = new List<PlayerInfo>();
public void Destroy()
{
for (int i = players.Count - 1; i >= 0; i--)
{
if (players[i].actions != null)
players[i].actions.active = false;
}
}
public void Update()
{
if (players.Count < 4)
{
PlayerHandle newPlayer = InputSystem.CreatePlayerHandle(actionMap, true);
if (newPlayer != null)
players.Add(new PlayerInfo(newPlayer));
}
int readyCount = 0;
for (int i = players.Count - 1; i >= 0; i--)
{
var player = players[i];
if (!player.ready)
{
if (player.actions.fire.wasJustPressed)
player.ready = true;
if (player.actions.menu.wasJustPressed)
{
player.playerHandle.Destroy();
players.Remove(player);
continue;
}
if (player.actions.moveX.positive.wasJustPressed)
player.colorIndex = ((player.colorIndex + 1) % colors.Length);
if (player.actions.moveX.negative.wasJustPressed)
player.colorIndex = ((player.colorIndex + colors.Length - 1) % colors.Length);
}
else
{
if (player.actions.fire.wasJustPressed || player.actions.menu.wasJustPressed)
player.ready = false;
}
if (player.ready)
readyCount++;
}
if (readyCount >= 1 && (players.Count - readyCount) == 0)
StartGame();
}
Color[] colors = new Color[] { Color.red, Color.green, Color.blue, Color.yellow, Color.cyan, Color.magenta };
public void OnGUI()
{
float width = 200;
float height = 300;
int playerNum = 0;
for (int i = 0; i < players.Count; i++)
{
PlayerInfo player = players[i];
Rect rect = new Rect(20 + (width + 20) * playerNum, (Screen.height - height) * 0.5f, width, height);
GUILayout.BeginArea(rect, "Player", "box");
GUILayout.Space(20);
GUI.color = colors[player.colorIndex];
GUILayout.Button(GUIContent.none, GUILayout.Height(50));
GUI.color = Color.white;
GUILayout.BeginVertical();
GUILayout.FlexibleSpace();
if (!player.ready)
GUILayout.Label(string.Format("Press {0} when ready", player.actions.fire.GetPrimarySourceName()));
else
GUILayout.Label("READY");
GUILayout.EndVertical();
GUILayout.EndArea();
playerNum++;
}
}
void StartGame()
{
hubCamera.SetActive(false);
int playerCount = players.Count;
float fraction = 1f / playerCount;
for (int i = 0; i < players.Count; i++)
{
PlayerInfo playerInfo = players[i];
if (!playerInfo.ready)
{
playerInfo.playerHandle.Destroy();
continue;
}
var player = (GameObject)Instantiate(playerPrefab, Vector3.right * 2 * i, Quaternion.identity);
player.GetComponent<CharacterInputController>().SetupPlayer(playerInfo.playerHandle.index);
player.GetComponentInChildren<Camera>().rect = new Rect(0, fraction * i, 1, fraction);
player.transform.Find("Canvas/Virtual Joystick").gameObject.SetActive(false);
}
gameObject.SetActive(false);
}
}

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using UnityEngine;
using System.Collections;
using System.Linq;
using UnityEngine.InputNew;
public class RuntimeRebinding : MonoBehaviour
{
ControlSchemeInput m_ControlSchemeInput;
const int k_NameWidth = 200;
const int k_BindingWidth = 120;
string[] controlSchemeNames;
InputControlDescriptor descriptorToBeAssigned = null;
public void Initialize(ControlSchemeInput controlSchemeInput)
{
m_ControlSchemeInput = controlSchemeInput;
}
void OnGUI()
{
if (m_ControlSchemeInput == null)
{
GUILayout.Label("No scheme input assigned.");
return;
}
ActionMap actionMap = m_ControlSchemeInput.actionMap;
ControlScheme controlScheme = m_ControlSchemeInput.controlScheme;
if (controlScheme == null)
{
GUILayout.Label("No control scheme assigned.");
return;
}
if (controlScheme.bindings.Count != actionMap.actions.Count)
{
GUILayout.Label("Control scheme bindings don't match action map actions.");
return;
}
GUILayout.Space(10);
for (int control = 0; control < actionMap.actions.Count; control++)
{
DisplayControlBinding(actionMap.actions[control], controlScheme.bindings[control]);
}
GUILayout.Space(10);
if (GUILayout.Button("Done"))
enabled = false;
}
void DisplayControlBinding(InputAction action, ControlBinding controlBinding)
{
if (controlBinding.sources.Count > 0)
{
GUILayout.BeginHorizontal();
GUILayout.Label(action.name, GUILayout.Width(k_NameWidth));
for (int i = 0; i < controlBinding.sources.Count; i++)
DisplaySource(controlBinding.sources[i]);
GUILayout.EndHorizontal();
}
if (controlBinding.buttonAxisSources.Count > 0)
{
GUILayout.BeginHorizontal();
// Use unicode minus sign that has same width as plus sign.
GUILayout.Label(action.name + " (\u2212)", GUILayout.Width(k_NameWidth));
for (int i = 0; i < controlBinding.buttonAxisSources.Count; i++)
DisplayButtonAxisSource(controlBinding.buttonAxisSources[i], false);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label(action.name + " (+)", GUILayout.Width(k_NameWidth));
for (int i = 0; i < controlBinding.buttonAxisSources.Count; i++)
DisplayButtonAxisSource(controlBinding.buttonAxisSources[i], true);
GUILayout.EndHorizontal();
}
}
void DisplayButtonAxisSource(ButtonAxisSource source, bool positive)
{
DisplaySource(positive ? source.positive : source.negative);
}
void DisplaySource(InputControlDescriptor descriptor)
{
if (descriptor == descriptorToBeAssigned)
{
GUILayout.Button("...", GUILayout.Width(k_BindingWidth));
}
else if (GUILayout.Button(InputDeviceUtility.GetDeviceControlName(descriptor), GUILayout.Width(k_BindingWidth)))
{
descriptorToBeAssigned = descriptor;
InputSystem.ListenForBinding(BindInputControl);
}
}
bool BindInputControl(InputControl control)
{
m_ControlSchemeInput.BindControl(descriptorToBeAssigned, control, false);
descriptorToBeAssigned = null;
return true;
}
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputNew;
namespace UnityStandardAssets.CrossPlatformInput
{
public class VirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
public VirtualJoystick.VirtualJoystickControl m_ButtonControl = VirtualJoystick.VirtualJoystickControl.Action1;
bool m_Down = false;
void Start()
{
m_Down = false;
}
public void OnPointerUp(PointerEventData data)
{
m_Down = false;
VirtualJoystick.current.SetButtonValue((int)m_ButtonControl, m_Down);
}
public void OnPointerDown(PointerEventData data)
{
m_Down = true;
VirtualJoystick.current.SetButtonValue((int)m_ButtonControl, m_Down);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputNew;
namespace UnityStandardAssets.CrossPlatformInput
{
public class VirtualStick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int m_MovementRange = 100;
public AxisOption m_AxesToUse = AxisOption.Both; // The options for the axes that the still will use
public VirtualJoystick.VirtualJoystickControl m_HorizontalControl = VirtualJoystick.VirtualJoystickControl.LeftStickX;
public VirtualJoystick.VirtualJoystickControl m_VerticalControl = VirtualJoystick.VirtualJoystickControl.LeftStickY;
Vector3 m_StartPos;
Vector2 m_PointerDownPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
Camera m_EventCamera;
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = (transform as RectTransform).anchoredPosition;
Canvas canvas = GetComponentInParent<Canvas>();
if (canvas)
m_EventCamera = canvas.worldCamera;
}
void UpdateVirtualAxes(Vector3 delta)
{
if (m_UseX)
VirtualJoystick.current.SetAxisValue((int)m_HorizontalControl, delta.x);
if (m_UseY)
VirtualJoystick.current.SetAxisValue((int)m_VerticalControl, delta.y);
}
void CreateVirtualAxes()
{
// Set axes to use
m_UseX = (m_AxesToUse == AxisOption.Both || m_AxesToUse == AxisOption.OnlyHorizontal);
m_UseY = (m_AxesToUse == AxisOption.Both || m_AxesToUse == AxisOption.OnlyVertical);
}
public void OnPointerDown(PointerEventData data)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(transform.parent as RectTransform, data.position, m_EventCamera, out m_PointerDownPos);
}
public void OnDrag(PointerEventData data)
{
Vector2 position;
RectTransformUtility.ScreenPointToLocalPointInRectangle(transform.parent as RectTransform, data.position, m_EventCamera, out position);
Vector2 delta = position - m_PointerDownPos;
if (!m_UseX)
delta.x = 0;
if (!m_UseY)
delta.y = 0;
delta = Vector2.ClampMagnitude(delta, m_MovementRange);
(transform as RectTransform).anchoredPosition = m_StartPos + (Vector3)delta;
UpdateVirtualAxes(delta / m_MovementRange);
}
public void OnPointerUp(PointerEventData data)
{
(transform as RectTransform).anchoredPosition = m_StartPos;
UpdateVirtualAxes(Vector2.zero);
}
}
}

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