Looking-Glass/Assets/vrsamplescene/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs

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2024-02-02 12:54:47 +01:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit.UI;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Use this class to mediate the controllers and their associated interactors and input actions under different interaction states.
/// </summary>
[AddComponentMenu("XR/Action Based Controller Manager")]
[DefaultExecutionOrder(k_UpdateOrder)]
public class ActionBasedControllerManager : MonoBehaviour
{
/// <summary>
/// Order when instances of type <see cref="ActionBasedControllerManager"/> are updated.
/// </summary>
/// <remarks>
/// Executes before controller components to ensure input processors can be attached
/// to input actions and/or bindings before the controller component reads the current
/// values of the input actions.
/// </remarks>
public const int k_UpdateOrder = XRInteractionUpdateOrder.k_Controllers - 1;
[Space]
[Header("Interactors")]
[SerializeField]
[Tooltip("The GameObject containing the interaction group used for direct and distant manipulation.")]
XRInteractionGroup m_ManipulationInteractionGroup;
[SerializeField]
[Tooltip("The GameObject containing the interactor used for direct manipulation.")]
XRDirectInteractor m_DirectInteractor;
[SerializeField]
[Tooltip("The GameObject containing the interactor used for distant/ray manipulation.")]
XRRayInteractor m_RayInteractor;
[SerializeField]
[Tooltip("The GameObject containing 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.")]
InputActionReference m_TeleportModeActivate;
[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 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;
[Space]
[Header("UI Settings")]
[SerializeField]
[Tooltip("If true, UI scrolling will be enabled.")]
bool m_UIScrollingEnabled;
[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_PostponedDeactivateTeleport;
bool m_UIScrollModeActive = false;
const int k_InteractorNotInGroup = -1;
IEnumerator m_AfterInteractionEventsRoutine;
HashSet<InputAction> m_LocomotionUsers = new HashSet<InputAction>();
/// <summary>
/// Temporary scratch list to populate with the group members of the interaction group.
/// </summary>
static readonly List<IXRGroupMember> s_GroupMembers = new List<IXRGroupMember>();
// For our input mediation, we are enforcing a few rules between direct, ray, and teleportation interaction:
// 1. If the Teleportation Ray is engaged, the Ray interactor is disabled
// 2. The interaction group ensures that the Direct and Ray interactors cannot interact at the same time, with the Direct interactor taking priority
// 3. If the Ray interactor is selecting, all locomotion controls are disabled (teleport ray, move, and turn controls) to prevent input collision
void SetupInteractorEvents()
{
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 teleportModeActivateAction = GetInputAction(m_TeleportModeActivate);
if (teleportModeActivateAction != null)
{
teleportModeActivateAction.performed += OnStartTeleport;
teleportModeActivateAction.performed += OnStartLocomotion;
teleportModeActivateAction.canceled += OnCancelTeleport;
teleportModeActivateAction.canceled += OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed += OnCancelTeleport;
teleportModeActivateAction.canceled += OnStopLocomotion;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.performed += OnStartLocomotion;
moveAction.canceled += OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.performed += OnStartLocomotion;
turnAction.canceled += OnStopLocomotion;
}
}
void TeardownInteractorEvents()
{
if (m_RayInteractor != null)
{
m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered);
m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited);
}
var teleportModeActivateAction = GetInputAction(m_TeleportModeActivate);
if (teleportModeActivateAction != null)
{
teleportModeActivateAction.performed -= OnStartTeleport;
teleportModeActivateAction.performed -= OnStartLocomotion;
teleportModeActivateAction.canceled -= OnCancelTeleport;
teleportModeActivateAction.canceled -= OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed -= OnCancelTeleport;
teleportModeCancelAction.performed -= OnStopLocomotion;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.performed -= OnStartLocomotion;
moveAction.canceled -= OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.performed -= OnStartLocomotion;
turnAction.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);
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);
m_RayInteractorChanged?.Invoke(m_RayInteractor);
}
void OnStartLocomotion(InputAction.CallbackContext context)
{
if (!context.started)
return;
m_LocomotionUsers.Add(context.action);
}
void OnStopLocomotion(InputAction.CallbackContext context)
{
m_LocomotionUsers.Remove(context.action);
if (m_LocomotionUsers.Count == 0 && m_UIScrollModeActive)
{
DisableLocomotionActions();
}
}
void OnRaySelectEntered(SelectEnterEventArgs args)
{
// Disable locomotion and turn actions
DisableLocomotionActions();
}
void OnRaySelectExited(SelectExitEventArgs args)
{
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
void OnUIHoverEntered(UIHoverEventArgs args)
{
m_UIScrollModeActive = args.deviceModel.isScrollable && m_UIScrollingEnabled;
if (!m_UIScrollModeActive)
return;
// If locomotion is occurring, wait
if (m_LocomotionUsers.Count == 0)
{
// Disable locomotion and turn actions
DisableLocomotionActions();
}
}
void OnUIHoverExited(UIHoverEventArgs args)
{
m_UIScrollModeActive = false;
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
protected void Awake()
{
m_AfterInteractionEventsRoutine = OnAfterInteractionEvents();
}
protected void OnEnable()
{
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
SetupInteractorEvents();
// Start the coroutine that executes code after the Update phase (during yield null).
// Since this behavior has an execution order that runs before the XRInteractionManager,
// we use the coroutine to run after the selection events
StartCoroutine(m_AfterInteractionEventsRoutine);
}
protected void OnDisable()
{
TeardownInteractorEvents();
StopCoroutine(m_AfterInteractionEventsRoutine);
}
protected void Start()
{
// 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();
if (m_ManipulationInteractionGroup == null)
{
Debug.LogError("Missing required Manipulation Interaction Group reference. Use the Inspector window to assign the XR Interaction Group component reference.", this);
return;
}
// Ensure interactors are properly set up in the interaction group by adding
// them if necessary and ordering Direct before Ray interactor.
var directInteractorIndex = k_InteractorNotInGroup;
var rayInteractorIndex = k_InteractorNotInGroup;
m_ManipulationInteractionGroup.GetGroupMembers(s_GroupMembers);
for (var i = 0; i < s_GroupMembers.Count; ++i)
{
var groupMember = s_GroupMembers[i];
if (ReferenceEquals(groupMember, m_DirectInteractor))
directInteractorIndex = i;
else if (ReferenceEquals(groupMember, m_RayInteractor))
rayInteractorIndex = i;
}
if (directInteractorIndex == k_InteractorNotInGroup)
{
// Must add Direct interactor to group, and make sure it is ordered before the Ray interactor
if (rayInteractorIndex == k_InteractorNotInGroup)
{
// Must add Ray interactor to group
if (m_DirectInteractor != null)
m_ManipulationInteractionGroup.AddGroupMember(m_DirectInteractor);
if (m_RayInteractor != null)
m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor);
}
else if (m_DirectInteractor != null)
{
m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex);
}
}
else
{
if (rayInteractorIndex == k_InteractorNotInGroup)
{
// Must add Ray interactor to group
if (m_RayInteractor != null)
m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor);
}
else
{
// Must make sure Direct interactor is ordered before the Ray interactor
if (rayInteractorIndex < directInteractorIndex)
{
m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex);
}
}
}
}
IEnumerator OnAfterInteractionEvents()
{
while (true)
{
// Yield so this coroutine is resumed after the teleport interactor
// has a chance to process its select interaction event during Update.
yield return null;
if (m_PostponedDeactivateTeleport)
{
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
m_PostponedDeactivateTeleport = false;
}
}
}
void UpdateLocomotionActions()
{
// Disable/enable Teleport and Turn when Move is enabled/disabled.
SetEnabled(m_Move, m_SmoothMotionEnabled);
SetEnabled(m_TeleportModeActivate, !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 DisableLocomotionActions()
{
DisableAction(m_Move);
DisableAction(m_TeleportModeActivate);
DisableAction(m_TeleportModeCancel);
DisableAction(m_Turn);
DisableAction(m_SnapTurn);
}
void UpdateUIActions()
{
SetEnabled(m_UIScroll, m_UIScrollingEnabled);
}
static void SetEnabled(InputActionReference actionReference, bool enabled)
{
if (enabled)
EnableAction(actionReference);
else
DisableAction(actionReference);
}
static void EnableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
if (action != null && !action.enabled)
action.Enable();
}
static void DisableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
if (action != null && action.enabled)
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
}
}
}