92 lines
3.2 KiB
C#
92 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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using Photon.Pun;
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namespace UnityEngine.XR.Interaction.Toolkit.Inputs
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{
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/// <summary>
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/// Use this class to automatically enable or disable all the inputs of type <see cref="InputAction"/>
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/// in a list of assets of type <see cref="InputActionAsset"/>.
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/// </summary>
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/// <remarks>
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/// Actions are initially disabled, meaning they do not listen/react to input yet. This class
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/// is used to mass enable actions so that they actively listen for input and run callbacks.
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/// </remarks>
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/// <seealso cref="InputAction"/>
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public class InputActionManager : MonoBehaviourPunCallbacks
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{
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[SerializeField]
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[Tooltip("Input action assets to affect when inputs are enabled or disabled.")]
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List<InputActionAsset> m_ActionAssets;
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/// <summary>
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/// Input action assets to affect when inputs are enabled or disabled.
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/// </summary>
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public List<InputActionAsset> actionAssets
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{
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get => m_ActionAssets;
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set => m_ActionAssets = value ?? throw new ArgumentNullException(nameof(value));
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}
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protected void OnEnable()
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{
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if(photonView.IsMine) EnableInput();
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}
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protected void OnDisable()
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{
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if (photonView.IsMine) DisableInput();
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}
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/// <summary>
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/// Enable all actions referenced by this component.
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/// </summary>
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/// <remarks>
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/// This function will automatically be called when this <see cref="InputActionManager"/> component is enabled.
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/// However, this method can be called to enable input manually, such as after disabling it with <see cref="DisableInput"/>.
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/// <br />
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/// Note that enabling inputs will only enable the action maps contained within the referenced
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/// action map assets (see <see cref="actionAssets"/>).
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/// </remarks>
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/// <seealso cref="DisableInput"/>
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public void EnableInput()
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{
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if (m_ActionAssets == null)
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return;
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foreach (var actionAsset in m_ActionAssets)
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{
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if (actionAsset != null)
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{
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actionAsset.Enable();
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}
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}
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}
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/// <summary>
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/// Disable all actions referenced by this component.
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/// </summary>
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/// <remarks>
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/// This function will automatically be called when this <see cref="InputActionManager"/> component is disabled.
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/// However, this method can be called to disable input manually, such as after enabling it with <see cref="EnableInput"/>.
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/// <br />
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/// Note that disabling inputs will only disable the action maps contained within the referenced
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/// action map assets (see <see cref="actionAssets"/>).
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/// </remarks>
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/// <seealso cref="EnableInput"/>
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public void DisableInput()
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{
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if (m_ActionAssets == null)
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return;
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foreach (var actionAsset in m_ActionAssets)
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{
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if (actionAsset != null)
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{
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actionAsset.Disable();
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}
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}
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}
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}
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}
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