Unity InputSystem 参考

Demo

#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif

using UnityEngine;

namespace UnityTemplateProjects
{
    public class SimpleCameraController : MonoBehaviour
    {
        class CameraState
        {
            public float yaw;
            public float pitch;
            public float roll;
            public float x;
            public float y;
            public float z;

            public void SetFromTransform(Transform t)
            {
                pitch = t.eulerAngles.x;
                yaw = t.eulerAngles.y;
                roll = t.eulerAngles.z;
                x = t.position.x;
                y = t.position.y;
                z = t.position.z;
            }

            public void Translate(Vector3 translation)
            {
                Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;

                x += rotatedTranslation.x;
                y += rotatedTranslation.y;
                z += rotatedTranslation.z;
            }

            public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
            {
                yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
                pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
                roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);

                x = Mathf.Lerp(x, target.x, positionLerpPct);
                y = Mathf.Lerp(y, target.y, positionLerpPct);
                z = Mathf.Lerp(z, target.z, positionLerpPct);
            }

            public void UpdateTransform(Transform t)
            {
                t.eulerAngles = new Vector3(pitch, yaw, roll);
                t.position = new Vector3(x, y, z);
            }
        }

        const float k_MouseSensitivityMultiplier = 0.01f;

        CameraState m_TargetCameraState = new CameraState();
        CameraState m_InterpolatingCameraState = new CameraState();

        [Header("Movement Settings")]
        [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
        public float boost = 3.5f;

        [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
        public float positionLerpTime = 0.2f;

        [Header("Rotation Settings")]
        [Tooltip("Multiplier for the sensitivity of the rotation.")]
        public float mouseSensitivity = 60.0f;

        [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
        public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));

        [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
        public float rotationLerpTime = 0.01f;

        [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
        public bool invertY = false;

#if ENABLE_INPUT_SYSTEM
        InputAction movementAction;
        InputAction verticalMovementAction;
        InputAction lookAction;
        InputAction boostFactorAction;
        bool        mouseRightButtonPressed;

        void Start()
        {
            var map = new InputActionMap("Simple Camera Controller");

            lookAction = map.AddAction("look", binding: "/delta");
            movementAction = map.AddAction("move", binding: "/leftStick");
            verticalMovementAction = map.AddAction("Vertical Movement");
            boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll");

            lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
            movementAction.AddCompositeBinding("Dpad")
                .With("Up", "/w")
                .With("Up", "/upArrow")
                .With("Down", "/s")
                .With("Down", "/downArrow")
                .With("Left", "/a")
                .With("Left", "/leftArrow")
                .With("Right", "/d")
                .With("Right", "/rightArrow");
            verticalMovementAction.AddCompositeBinding("Dpad")
                .With("Up", "/pageUp")
                .With("Down", "/pageDown")
                .With("Up", "/e")
                .With("Down", "/q")
                .With("Up", "/rightshoulder")
                .With("Down", "/leftshoulder");
            boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)");

            movementAction.Enable();
            lookAction.Enable();
            verticalMovementAction.Enable();
            boostFactorAction.Enable();
        }

#endif

        void OnEnable()
        {
            m_TargetCameraState.SetFromTransform(transform);
            m_InterpolatingCameraState.SetFromTransform(transform);
        }

        Vector3 GetInputTranslationDirection()
        {
            Vector3 direction = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
            var moveDelta = movementAction.ReadValue<Vector2>();
            direction.x = moveDelta.x;
            direction.z = moveDelta.y;
            direction.y = verticalMovementAction.ReadValue<Vector2>().y;
#else
            if (Input.GetKey(KeyCode.W))
            {
                direction += Vector3.forward;
            }
            if (Input.GetKey(KeyCode.S))
            {
                direction += Vector3.back;
            }
            if (Input.GetKey(KeyCode.A))
            {
                direction += Vector3.left;
            }
            if (Input.GetKey(KeyCode.D))
            {
                direction += Vector3.right;
            }
            if (Input.GetKey(KeyCode.Q))
            {
                direction += Vector3.down;
            }
            if (Input.GetKey(KeyCode.E))
            {
                direction += Vector3.up;
            }
#endif
            return direction;
        }

        void Update()
        {
            // Exit Sample

            if (IsEscapePressed())
            {
                Application.Quit();
#if UNITY_EDITOR
                UnityEditor.EditorApplication.isPlaying = false;
#endif
            }

            // Hide and lock cursor when right mouse button pressed
            if (IsRightMouseButtonDown())
            {
                Cursor.lockState = CursorLockMode.Locked;
            }

            // Unlock and show cursor when right mouse button released
            if (IsRightMouseButtonUp())
            {
                Cursor.visible = true;
                Cursor.lockState = CursorLockMode.None;
            }

            // Rotation
            if (IsCameraRotationAllowed())
            {
                var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
                if (invertY)
                    mouseMovement.y = -mouseMovement.y;

                var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);

                m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
                m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
            }

            // Translation
            var translation = GetInputTranslationDirection() * Time.deltaTime;

            // Speed up movement when shift key held
            if (IsBoostPressed())
            {
                translation *= 10.0f;
            }

            // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
            boost += GetBoostFactor();
            translation *= Mathf.Pow(2.0f, boost);

            m_TargetCameraState.Translate(translation);

            // Framerate-independent interpolation
            // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
            var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
            var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
            m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);

            m_InterpolatingCameraState.UpdateTransform(transform);
        }

        float GetBoostFactor()
        {
#if ENABLE_INPUT_SYSTEM
            return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
#else
            return Input.mouseScrollDelta.y * 0.01f;
#endif
        }

        Vector2 GetInputLookRotation()
        {
            // try to compensate the diff between the two input systems by multiplying with empirical values
#if ENABLE_INPUT_SYSTEM
            var delta = lookAction.ReadValue<Vector2>();
            delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
            delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
            return delta;
#else
            return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
#endif
        }

        bool IsBoostPressed()
        {
#if ENABLE_INPUT_SYSTEM
            bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
            boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
            return boost;
#else
            return Input.GetKey(KeyCode.LeftShift);
#endif
        }

        bool IsEscapePressed()
        {
#if ENABLE_INPUT_SYSTEM
            return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
#else
            return Input.GetKey(KeyCode.Escape);
#endif
        }

        bool IsCameraRotationAllowed()
        {
#if ENABLE_INPUT_SYSTEM
            bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
            canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
            return canRotate;
#else
            return Input.GetMouseButton(1);
#endif
        }

        bool IsRightMouseButtonDown()
        {
#if ENABLE_INPUT_SYSTEM
            return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
#else
            return Input.GetMouseButtonDown(1);
#endif
        }

        bool IsRightMouseButtonUp()
        {
#if ENABLE_INPUT_SYSTEM
            return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
#else
            return Input.GetMouseButtonUp(1);
#endif
        }
    }
}

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