minesweeper_game/Library/PackageCache/com.unity.inputsystem@e2c83221d2dc/InputSystem/Plugins/PlayerInput/InputValue.cs
2025-03-15 14:30:26 -04:00

120 lines
4.9 KiB
C#

using System;
using System.Diagnostics;
using UnityEngine.InputSystem.Controls;
////TODO: API to get the control and device from the internal context
////TODO: ToString()
namespace UnityEngine.InputSystem
{
/// <summary>
/// Wraps around values provided by input actions.
/// </summary>
/// <remarks>
/// This is a wrapper around <see cref="InputAction.CallbackContext"/> chiefly for use
/// with GameObject messages (i.e. <see cref="GameObject.SendMessage(string,object)"/>). It exists
/// so that action callback data can be represented as an object, can be reused, and shields
/// the receiver from having to know about action callback specifics.
/// </remarks>
/// <seealso cref="InputAction"/>
[DebuggerDisplay("Value = {Get()}")]
public class InputValue
{
/// <summary>
/// Read the current value as an object.
/// </summary>
/// <remarks>
/// This method allocates GC memory and will thus create garbage. If used during gameplay,
/// it will lead to GC spikes.
/// </remarks>
/// <returns>The current value in the form of a boxed object.</returns>
public object Get()
{
return m_Context.Value.ReadValueAsObject();
}
////TODO: add automatic conversions
/// <summary>
/// Read the current value of the action.
/// </summary>
/// <returns>The current value from the action cast to the specified type.</returns>
/// <typeparam name="TValue">Type of value to read. This must correspond to the
/// <see cref="InputControl.valueType"/> of the action or, if it is a composite, by the
/// <see cref="InputBindingComposite.valueType"/>.
/// The type depends on what type of controls the action is bound to.
/// Common types are <c>float</c> and <see cref="UnityEngine.Vector2"/></typeparam>
/// <exception cref="InvalidOperationException">The given type <typeparamref name="TValue"/>
/// does not match the value type expected by the control or binding composite.</exception>
/// <remarks>
/// The following example shows how to read a value from a <see cref="PlayerInput"/> message.
/// The given <c>InputValue</c> is only valid for the duration of the callback. Storing the <c>InputValue</c> references somewhere and calling Get&lt;T&gt;() later does not work correctly.
/// </remarks>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.InputSystem;
/// [RequireComponent(typeof(PlayerInput))]
/// public class MyPlayerLogic : MonoBehaviour
/// {
/// private Vector2 m_Move;
///
/// // 'Move' input action has been triggered.
/// public void OnMove(InputValue value)
/// {
/// // Read value from control. The type depends on what type of controls the action is bound to.
/// m_Move = value.Get&lt;Vector2&gt;();
/// }
///
/// public void Update()
/// {
/// // Update transform from m_Move
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="InputAction.CallbackContext.ReadValue{TValue}"/>
public TValue Get<TValue>()
where TValue : struct
{
if (!m_Context.HasValue)
throw new InvalidOperationException($"Values can only be retrieved while in message callbacks");
return m_Context.Value.ReadValue<TValue>();
}
////TODO: proper message if value type isn't right
/// <summary>
/// Check if the action button is pressed.
/// </summary>
/// <remarks>
/// True if the button is activated over the button threshold. False otherwise
/// The following example check if a button is pressed when receiving a <see cref="PlayerInput"/> message.
/// The given <c>InputValue</c> is only valid for the duration of the callback. Storing the <c>InputValue</c> references somewhere and calling Get&lt;T&gt;() later does not work correctly.
/// </remarks>
/// <example>
/// <code>
/// [RequireComponent(typeof(PlayerInput))]
/// public class MyPlayerLogic : MonoBehaviour
/// {
/// // 'Fire' input action has been triggered.
/// public void OnFire(InputValue value)
/// {
/// if (value.isPressed)
/// FireWeapon();
/// }
///
/// public void FireWeapon()
/// {
/// // Weapon firing code
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="ButtonControl.pressPointOrDefault"/>
public bool isPressed => Get<float>() >= ButtonControl.s_GlobalDefaultButtonPressPoint;
internal InputAction.CallbackContext? m_Context;
}
}