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- using System.Collections.Generic;
- using Unity.XR.CoreUtils.Bindings;
- using UnityEngine.Events;
- using UnityEngine.InputSystem;
- using UnityEngine.Serialization;
- using UnityEngine.XR.Interaction.Toolkit.Attachment;
- using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
- using UnityEngine.XR.Interaction.Toolkit.Interactors;
- using UnityEngine.XR.Interaction.Toolkit.UI;
- namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
- {
- /// <summary>
- /// Use this class to mediate the interactors for a controller under different interaction states
- /// and the input actions used by them.
- /// </summary>
- /// <remarks>
- /// If the teleport ray input is engaged, the Ray Interactor used for distant manipulation is disabled
- /// and the Ray Interactor used for teleportation is enabled. If the Ray Interactor is selecting and it
- /// is configured to allow for attach transform manipulation, all locomotion input actions are disabled
- /// (teleport ray, move, and turn controls) to prevent input collision with the manipulation inputs used
- /// by the ray interactor.
- /// <br />
- /// A typical hierarchy also includes an XR Interaction Group component to mediate between interactors.
- /// The interaction group ensures that the Direct and Ray Interactors cannot interact at the same time,
- /// with the Direct Interactor taking priority over the Ray Interactor.
- /// </remarks>
- [AddComponentMenu("XR/Controller Input Action Manager")]
- public class ControllerInputActionManager : MonoBehaviour
- {
- [Space]
- [Header("Interactors")]
- [SerializeField]
- [Tooltip("The interactor used for distant/ray manipulation. Use this or Near-Far Interactor, not both.")]
- XRRayInteractor m_RayInteractor;
- [SerializeField]
- [Tooltip("Near-Far Interactor used for distant/ray manipulation. Use this or Ray Interactor, not both.")]
- NearFarInteractor m_NearFarInteractor;
- [SerializeField]
- [Tooltip("The interactor used for teleportation.")]
- XRRayInteractor m_TeleportInteractor;
- [Space]
- [Header("Controller Actions")]
- [SerializeField]
- [Tooltip("The reference to the action to start the teleport aiming mode for this controller.")]
- [FormerlySerializedAs("m_TeleportModeActivate")]
- InputActionReference m_TeleportMode;
- [SerializeField]
- [Tooltip("The reference to the action to cancel the teleport aiming mode for this controller.")]
- InputActionReference m_TeleportModeCancel;
- [SerializeField]
- [Tooltip("The reference to the action of continuous turning the XR Origin with this controller.")]
- InputActionReference m_Turn;
- [SerializeField]
- [Tooltip("The reference to the action of snap turning the XR Origin with this controller.")]
- InputActionReference m_SnapTurn;
- [SerializeField]
- [Tooltip("The reference to the action of moving the XR Origin with this controller.")]
- InputActionReference m_Move;
- [SerializeField]
- [Tooltip("The reference to the action of scrolling UI with this controller.")]
- InputActionReference m_UIScroll;
- [Space]
- [Header("Locomotion Settings")]
- [SerializeField]
- [Tooltip("If true, continuous movement will be enabled. If false, teleport will be enabled.")]
- bool m_SmoothMotionEnabled;
- [SerializeField]
- [Tooltip("If true, continuous turn will be enabled. If false, snap turn will be enabled. Note: If smooth motion is enabled and enable strafe is enabled on the continuous move provider, turn will be overriden in favor of strafe.")]
- bool m_SmoothTurnEnabled;
- [SerializeField]
- [Tooltip("With the Near-Far Interactor, if true, teleport will be enabled during near interaction. If false, teleport will be disabled during near interaction.")]
- bool m_NearFarEnableTeleportDuringNearInteraction = true;
- [Space]
- [Header("UI Settings")]
- [SerializeField]
- [Tooltip("If true, UI scrolling will be enabled. Locomotion will be disabled when pointing at UI to allow it to be scrolled.")]
- bool m_UIScrollingEnabled = true;
- [Space]
- [Header("Mediation Events")]
- [SerializeField]
- [Tooltip("Event fired when the active ray interactor changes between interaction and teleport.")]
- UnityEvent<IXRRayProvider> m_RayInteractorChanged;
- public bool smoothMotionEnabled
- {
- get => m_SmoothMotionEnabled;
- set
- {
- m_SmoothMotionEnabled = value;
- UpdateLocomotionActions();
- }
- }
- public bool smoothTurnEnabled
- {
- get => m_SmoothTurnEnabled;
- set
- {
- m_SmoothTurnEnabled = value;
- UpdateLocomotionActions();
- }
- }
- public bool uiScrollingEnabled
- {
- get => m_UIScrollingEnabled;
- set
- {
- m_UIScrollingEnabled = value;
- UpdateUIActions();
- }
- }
- bool m_StartCalled;
- bool m_PostponedDeactivateTeleport;
- bool m_PostponedNearRegionLocomotion;
- bool m_HoveringScrollableUI;
- readonly HashSet<InputAction> m_LocomotionUsers = new HashSet<InputAction>();
- readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
- void SetupInteractorEvents()
- {
- if (m_NearFarInteractor != null)
- {
- m_NearFarInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
- m_NearFarInteractor.uiHoverExited.AddListener(OnUIHoverExited);
- m_BindingsGroup.AddBinding(m_NearFarInteractor.selectionRegion.Subscribe(OnNearFarSelectionRegionChanged));
- }
- if (m_RayInteractor != null)
- {
- m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered);
- m_RayInteractor.selectExited.AddListener(OnRaySelectExited);
- m_RayInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
- m_RayInteractor.uiHoverExited.AddListener(OnUIHoverExited);
- }
- var teleportModeAction = GetInputAction(m_TeleportMode);
- if (teleportModeAction != null)
- {
- teleportModeAction.performed += OnStartTeleport;
- teleportModeAction.performed += OnStartLocomotion;
- teleportModeAction.canceled += OnCancelTeleport;
- teleportModeAction.canceled += OnStopLocomotion;
- }
- var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
- if (teleportModeCancelAction != null)
- {
- teleportModeCancelAction.performed += OnCancelTeleport;
- }
- var moveAction = GetInputAction(m_Move);
- if (moveAction != null)
- {
- moveAction.started += OnStartLocomotion;
- moveAction.canceled += OnStopLocomotion;
- }
- var turnAction = GetInputAction(m_Turn);
- if (turnAction != null)
- {
- turnAction.started += OnStartLocomotion;
- turnAction.canceled += OnStopLocomotion;
- }
- var snapTurnAction = GetInputAction(m_SnapTurn);
- if (snapTurnAction != null)
- {
- snapTurnAction.started += OnStartLocomotion;
- snapTurnAction.canceled += OnStopLocomotion;
- }
- }
- void TeardownInteractorEvents()
- {
- m_BindingsGroup.Clear();
- if (m_NearFarInteractor != null)
- {
- m_NearFarInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
- m_NearFarInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
- }
- if (m_RayInteractor != null)
- {
- m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered);
- m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited);
- m_RayInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
- m_RayInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
- }
- var teleportModeAction = GetInputAction(m_TeleportMode);
- if (teleportModeAction != null)
- {
- teleportModeAction.performed -= OnStartTeleport;
- teleportModeAction.performed -= OnStartLocomotion;
- teleportModeAction.canceled -= OnCancelTeleport;
- teleportModeAction.canceled -= OnStopLocomotion;
- }
- var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
- if (teleportModeCancelAction != null)
- {
- teleportModeCancelAction.performed -= OnCancelTeleport;
- }
- var moveAction = GetInputAction(m_Move);
- if (moveAction != null)
- {
- moveAction.started -= OnStartLocomotion;
- moveAction.canceled -= OnStopLocomotion;
- }
- var turnAction = GetInputAction(m_Turn);
- if (turnAction != null)
- {
- turnAction.started -= OnStartLocomotion;
- turnAction.canceled -= OnStopLocomotion;
- }
- var snapTurnAction = GetInputAction(m_SnapTurn);
- if (snapTurnAction != null)
- {
- snapTurnAction.started -= OnStartLocomotion;
- snapTurnAction.canceled -= OnStopLocomotion;
- }
- }
- void OnStartTeleport(InputAction.CallbackContext context)
- {
- m_PostponedDeactivateTeleport = false;
- if (m_TeleportInteractor != null)
- m_TeleportInteractor.gameObject.SetActive(true);
- if (m_RayInteractor != null)
- m_RayInteractor.gameObject.SetActive(false);
- if (m_NearFarInteractor != null && m_NearFarInteractor.selectionRegion.Value != NearFarInteractor.Region.Near)
- m_NearFarInteractor.gameObject.SetActive(false);
- m_RayInteractorChanged?.Invoke(m_TeleportInteractor);
- }
- void OnCancelTeleport(InputAction.CallbackContext context)
- {
- // Do not deactivate the teleport interactor in this callback.
- // We delay turning off the teleport interactor in this callback so that
- // the teleport interactor has a chance to complete the teleport if needed.
- // OnAfterInteractionEvents will handle deactivating its GameObject.
- m_PostponedDeactivateTeleport = true;
- if (m_RayInteractor != null)
- m_RayInteractor.gameObject.SetActive(true);
- if (m_NearFarInteractor != null)
- m_NearFarInteractor.gameObject.SetActive(true);
- m_RayInteractorChanged?.Invoke(m_RayInteractor);
- }
- void OnStartLocomotion(InputAction.CallbackContext context)
- {
- m_LocomotionUsers.Add(context.action);
- }
- void OnStopLocomotion(InputAction.CallbackContext context)
- {
- m_LocomotionUsers.Remove(context.action);
- if (m_LocomotionUsers.Count == 0 && m_HoveringScrollableUI)
- {
- DisableAllLocomotionActions();
- UpdateUIActions();
- }
- }
- void OnNearFarSelectionRegionChanged(NearFarInteractor.Region selectionRegion)
- {
- m_PostponedNearRegionLocomotion = false;
- if (selectionRegion == NearFarInteractor.Region.None)
- {
- UpdateLocomotionActions();
- return;
- }
- var manipulateAttachTransform = false;
- var attachController = m_NearFarInteractor.interactionAttachController as InteractionAttachController;
- if (attachController != null)
- {
- manipulateAttachTransform = attachController.useManipulationInput &&
- (attachController.manipulationInput.inputSourceMode == XRInputValueReader.InputSourceMode.InputActionReference && attachController.manipulationInput.inputActionReference != null) ||
- (attachController.manipulationInput.inputSourceMode != XRInputValueReader.InputSourceMode.InputActionReference && attachController.manipulationInput.inputSourceMode != XRInputValueReader.InputSourceMode.Unused);
- }
- if (selectionRegion == NearFarInteractor.Region.Far)
- {
- if (manipulateAttachTransform)
- DisableAllLocomotionActions();
- else
- DisableTeleportActions();
- }
- else if (selectionRegion == NearFarInteractor.Region.Near)
- {
- // Determine if the user entered the near region due to pulling back on the thumbstick.
- // If so, postpone enabling locomotion until the user releases the thumbstick
- // in order to avoid an immediate snap turn around from triggering on region change.
- var hasStickInput = manipulateAttachTransform && HasStickInput(attachController);
- if (hasStickInput)
- {
- m_PostponedNearRegionLocomotion = true;
- DisableAllLocomotionActions();
- }
- else
- {
- UpdateLocomotionActions();
- if (!m_NearFarEnableTeleportDuringNearInteraction)
- DisableTeleportActions();
- }
- }
- }
- void OnRaySelectEntered(SelectEnterEventArgs args)
- {
- if (m_RayInteractor.manipulateAttachTransform)
- {
- // Disable locomotion and turn actions
- DisableAllLocomotionActions();
- }
- }
- void OnRaySelectExited(SelectExitEventArgs args)
- {
- if (m_RayInteractor.manipulateAttachTransform)
- {
- // Re-enable the locomotion and turn actions
- UpdateLocomotionActions();
- }
- }
- void OnUIHoverEntered(UIHoverEventArgs args)
- {
- m_HoveringScrollableUI = m_UIScrollingEnabled && args.deviceModel.isScrollable;
- UpdateUIActions();
- // If locomotion is occurring, wait
- if (m_HoveringScrollableUI && m_LocomotionUsers.Count == 0)
- {
- // Disable locomotion and turn actions
- DisableAllLocomotionActions();
- }
- }
- void OnUIHoverExited(UIHoverEventArgs args)
- {
- m_HoveringScrollableUI = false;
- UpdateUIActions();
- // Re-enable the locomotion and turn actions
- UpdateLocomotionActions();
- }
- protected void OnEnable()
- {
- if (m_RayInteractor != null && m_NearFarInteractor != null)
- {
- Debug.LogWarning("Both Ray Interactor and Near-Far Interactor are assigned. Only one should be assigned, not both. Clearing Ray Interactor.", this);
- m_RayInteractor = null;
- }
- if (m_TeleportInteractor != null)
- m_TeleportInteractor.gameObject.SetActive(false);
- // Allow the actions to be refreshed when this component is re-enabled.
- // See comments in Start for why we wait until Start to enable/disable actions.
- if (m_StartCalled)
- {
- UpdateLocomotionActions();
- UpdateUIActions();
- }
- SetupInteractorEvents();
- }
- protected void OnDisable()
- {
- TeardownInteractorEvents();
- }
- protected void Start()
- {
- m_StartCalled = true;
- // Ensure the enabled state of locomotion and turn actions are properly set up.
- // Called in Start so it is done after the InputActionManager enables all input actions earlier in OnEnable.
- UpdateLocomotionActions();
- UpdateUIActions();
- }
- protected void Update()
- {
- // Since this behavior has the default execution order, it runs after the XRInteractionManager,
- // so selection events have been finished by now this frame. This means that the teleport interactor
- // has had a chance to process its select interaction event and teleport if needed.
- if (m_PostponedDeactivateTeleport)
- {
- if (m_TeleportInteractor != null)
- m_TeleportInteractor.gameObject.SetActive(false);
- m_PostponedDeactivateTeleport = false;
- }
- // If stick input caused the near region to be entered,
- // wait until the stick is released before enabling locomotion.
- if (m_PostponedNearRegionLocomotion)
- {
- var hasStickInput = false;
- if (m_NearFarInteractor != null &&
- m_NearFarInteractor.interactionAttachController is InteractionAttachController attachController
- && attachController != null)
- {
- hasStickInput = HasStickInput(attachController);
- }
- if (!hasStickInput)
- {
- m_PostponedNearRegionLocomotion = false;
- UpdateLocomotionActions();
- if (!m_NearFarEnableTeleportDuringNearInteraction)
- DisableTeleportActions();
- }
- }
- }
- void UpdateLocomotionActions()
- {
- // Disable/enable Teleport and Turn when Move is enabled/disabled.
- SetEnabled(m_Move, m_SmoothMotionEnabled);
- SetEnabled(m_TeleportMode, !m_SmoothMotionEnabled);
- SetEnabled(m_TeleportModeCancel, !m_SmoothMotionEnabled);
- // Disable ability to turn when using continuous movement
- SetEnabled(m_Turn, !m_SmoothMotionEnabled && m_SmoothTurnEnabled);
- SetEnabled(m_SnapTurn, !m_SmoothMotionEnabled && !m_SmoothTurnEnabled);
- }
- void DisableTeleportActions()
- {
- DisableAction(m_TeleportMode);
- DisableAction(m_TeleportModeCancel);
- }
- void DisableMoveAndTurnActions()
- {
- DisableAction(m_Move);
- DisableAction(m_Turn);
- DisableAction(m_SnapTurn);
- }
- void DisableAllLocomotionActions()
- {
- DisableTeleportActions();
- DisableMoveAndTurnActions();
- }
- void UpdateUIActions()
- {
- SetEnabled(m_UIScroll, m_UIScrollingEnabled && m_HoveringScrollableUI && m_LocomotionUsers.Count == 0);
- }
- static bool HasStickInput(InteractionAttachController attachController)
- {
- // 75% of default 0.5 press threshold
- const float sqrStickReleaseThreshold = 0.375f * 0.375f;
- return attachController.manipulationInput.TryReadValue(out var stickInput) &&
- stickInput.sqrMagnitude > sqrStickReleaseThreshold;
- }
- static void SetEnabled(InputActionReference actionReference, bool enabled)
- {
- if (enabled)
- EnableAction(actionReference);
- else
- DisableAction(actionReference);
- }
- static void EnableAction(InputActionReference actionReference)
- {
- var action = GetInputAction(actionReference);
- action?.Enable();
- }
- static void DisableAction(InputActionReference actionReference)
- {
- var action = GetInputAction(actionReference);
- action?.Disable();
- }
- static InputAction GetInputAction(InputActionReference actionReference)
- {
- #pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types
- return actionReference != null ? actionReference.action : null;
- #pragma warning restore IDE0031
- }
- }
- }
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