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MMORPG/Packages/com.unity.inputsystem/InputSystem/Controls/Processors/InvertVector3Processor.cs
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2026-01-25 01:31:34 +09:00

60 lines
2.1 KiB
C#

using UnityEngine.Scripting;
namespace UnityEngine.InputSystem.Processors
{
/// <summary>
/// Inverts the <c>x</c> and/or <c>y</c> and/or <c>z</c> channel of a <c>Vector3</c>.
/// </summary>
/// <remarks>
/// This process is registered (see <see cref="InputSystem.RegisterProcessor{T}"/> as "invertVector3" by default.
///
/// <example>
/// <code>
/// // Bind to gravity sensor such that its Y value is inverted.
/// new InputAction(binding: "&lt;GravitySensor&gt;/gravity", processors="invertVector3(invertX=false,invertY,invertZ=false)");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InvertVector2Processor"/>
public class InvertVector3Processor : InputProcessor<Vector3>
{
/// <summary>
/// If true, the <c>x</c> channel of the <c>Vector3</c> input value is inverted. True by default.
/// </summary>
public bool invertX = true;
/// <summary>
/// If true, the <c>y</c> channel of the <c>Vector3</c> input value is inverted. True by default.
/// </summary>
public bool invertY = true;
/// <summary>
/// If true, the <c>z</c> channel of the <c>Vector3</c> input value is inverted. True by default.
/// </summary>
public bool invertZ = true;
/// <summary>
/// Return the given vector with the respective channels being inverted.
/// </summary>
/// <param name="value">Input value.</param>
/// <param name="control">Ignored.</param>
/// <returns>Vector with channels inverted according to <see cref="invertX"/>, <see cref="invertY"/>, and <see cref="invertZ"/>.</returns>
public override Vector3 Process(Vector3 value, InputControl control)
{
if (invertX)
value.x *= -1;
if (invertY)
value.y *= -1;
if (invertZ)
value.z *= -1;
return value;
}
/// <inheritdoc/>
public override string ToString()
{
return $"InvertVector3(invertX={invertX},invertY={invertY},invertZ={invertZ})";
}
}
}