106 lines
3.3 KiB
C#
106 lines
3.3 KiB
C#
using System;
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using UnityEngine.Events;
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namespace UnityEngine.InputSystem.Samples.RebindUI
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{
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/// <summary>
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/// A simple component that deactivates a target when action is performed.
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/// </summary>
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/// <remarks>
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/// Note that this implementation do not handle action changing during run-time.
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/// </remarks>
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public class InvokeUnityEvent : MonoBehaviour
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{
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[Tooltip("The input action that triggers the Unity event when performed.")]
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[SerializeField] private InputActionReference m_Action;
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[Tooltip("The Unity event to be invoked when action is performed.")]
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[SerializeField] private UnityEvent m_OnPerformed = new UnityEvent();
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private Action<InputAction.CallbackContext> m_OnActionPerformed;
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private bool m_HaveRegisteredCallback = false;
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/// <summary>
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/// Sets/gets the associated action that triggers the event.
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/// </summary>
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/// <remarks>Registration and unregistration for event forwarding is handled automatically.</remarks>
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public InputActionReference action
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{
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get => m_Action;
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set
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{
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if (m_Action == value)
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return;
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Unregister();
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m_Action = value;
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Register();
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}
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}
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/// <summary>
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/// Access or set the Unity event to be triggered when the action is performed.
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/// </summary>
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public UnityEvent onPerformed
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{
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get => m_OnPerformed;
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set
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{
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if (m_OnPerformed == value)
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return;
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// If we just change forwarding target there is no need to do any action.
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// If this is the first time its set or we set it to null we invoke registration logic.
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var manageRegistration = m_OnPerformed == null || value == null;
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if (manageRegistration)
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Unregister();
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m_OnPerformed = value;
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if (manageRegistration)
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Register();
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}
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}
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private void Awake()
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{
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// Cache action ensuring no memory allocation occurs on registration of callback.
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m_OnActionPerformed = OnActionPerformed;
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}
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private void OnEnable()
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{
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// Register callback when component is enabled.
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Register();
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}
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private void OnDisable()
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{
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// Unregister callback when component is disabled.
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Unregister();
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}
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private void Register()
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{
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if (!m_HaveRegisteredCallback && m_OnPerformed != null && m_Action != null && m_Action.action != null)
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{
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action.action.performed += m_OnActionPerformed;
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m_HaveRegisteredCallback = true;
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}
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}
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private void Unregister()
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{
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if (m_HaveRegisteredCallback && action != null && action.action != null)
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{
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action.action.performed -= m_OnActionPerformed;
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m_HaveRegisteredCallback = false;
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}
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}
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private void OnActionPerformed(InputAction.CallbackContext context)
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{
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// Invoke associated callback when performed.
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onPerformed?.Invoke();
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}
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}
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}
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