194 lines
5.8 KiB
C#
194 lines
5.8 KiB
C#
// Designed by KINEMATION, 2024.
|
|
|
|
using KINEMATION.KAnimationCore.Runtime.Core;
|
|
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace KINEMATION.KAnimationCore.Runtime.Input
|
|
{
|
|
public class UserInputController : MonoBehaviour
|
|
{
|
|
[SerializeField] public UserInputConfig inputConfig;
|
|
|
|
protected List<object> _inputProperties;
|
|
protected Dictionary<string, int> _inputPropertyMap;
|
|
protected (int, float, float)[] _floatsToInterpolate;
|
|
|
|
public UserInputConfig GetConfig()
|
|
{
|
|
return inputConfig;
|
|
}
|
|
|
|
protected virtual void Update()
|
|
{
|
|
if (_floatsToInterpolate == null) return;
|
|
|
|
foreach (var tuple in _floatsToInterpolate)
|
|
{
|
|
float value = (float) _inputProperties[tuple.Item1];
|
|
|
|
if (Mathf.Approximately(value, tuple.Item3))
|
|
{
|
|
value = tuple.Item3;
|
|
}
|
|
else
|
|
{
|
|
float alpha = KMath.ExpDecayAlpha(Time.deltaTime, tuple.Item2);
|
|
value = Mathf.LerpUnclamped(value, tuple.Item3, alpha);
|
|
}
|
|
|
|
_inputProperties[tuple.Item1] = value;
|
|
}
|
|
}
|
|
|
|
public virtual void Initialize()
|
|
{
|
|
#if UNITY_EDITOR
|
|
_propertyNames = new List<(string, object)>();
|
|
#endif
|
|
_inputProperties = new List<object>();
|
|
_inputPropertyMap = new Dictionary<string, int>();
|
|
|
|
List<(int, float, float)> floatsToInterpolate = new List<(int, float, float)>();
|
|
|
|
int index = 0;
|
|
|
|
foreach (var property in inputConfig.boolProperties)
|
|
{
|
|
_inputProperties.Add(property.defaultValue);
|
|
_inputPropertyMap.TryAdd(property.name, index);
|
|
index++;
|
|
|
|
#if UNITY_EDITOR
|
|
_propertyNames.Add((property.name, null));
|
|
#endif
|
|
}
|
|
|
|
foreach (var property in inputConfig.intProperties)
|
|
{
|
|
_inputProperties.Add(property.defaultValue);
|
|
_inputPropertyMap.TryAdd(property.name, index);
|
|
index++;
|
|
|
|
#if UNITY_EDITOR
|
|
_propertyNames.Add((property.name, null));
|
|
#endif
|
|
}
|
|
|
|
foreach (var property in inputConfig.floatProperties)
|
|
{
|
|
_inputProperties.Add(property.defaultValue);
|
|
_inputPropertyMap.TryAdd(property.name, index);
|
|
|
|
if (!Mathf.Approximately(property.interpolationSpeed, 0f))
|
|
{
|
|
floatsToInterpolate.Add((index, property.interpolationSpeed, property.defaultValue));
|
|
}
|
|
|
|
index++;
|
|
|
|
#if UNITY_EDITOR
|
|
_propertyNames.Add((property.name, null));
|
|
#endif
|
|
}
|
|
|
|
if (floatsToInterpolate.Count > 0)
|
|
{
|
|
_floatsToInterpolate = floatsToInterpolate.ToArray();
|
|
}
|
|
|
|
foreach (var property in inputConfig.vectorProperties)
|
|
{
|
|
_inputProperties.Add(property.defaultValue);
|
|
_inputPropertyMap.TryAdd(property.name, index);
|
|
index++;
|
|
|
|
#if UNITY_EDITOR
|
|
_propertyNames.Add((property.name, null));
|
|
#endif
|
|
}
|
|
}
|
|
|
|
public int GetPropertyIndex(string propertyName)
|
|
{
|
|
if (_inputPropertyMap.TryGetValue(propertyName, out int index))
|
|
{
|
|
return index;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
public virtual void SetValue(string propertyName, object value)
|
|
{
|
|
SetValue(GetPropertyIndex(propertyName), value);
|
|
}
|
|
|
|
public virtual T GetValue<T>(string propertyName)
|
|
{
|
|
return GetValue<T>(GetPropertyIndex(propertyName));
|
|
}
|
|
|
|
public virtual void SetValue(int propertyIndex, object value)
|
|
{
|
|
if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_floatsToInterpolate != null)
|
|
{
|
|
int floatToInterpolateIndex = -1;
|
|
|
|
for (int i = 0; i < _floatsToInterpolate.Length; i++)
|
|
{
|
|
if (_floatsToInterpolate[i].Item1 == propertyIndex)
|
|
{
|
|
floatToInterpolateIndex = i;
|
|
}
|
|
}
|
|
|
|
if (floatToInterpolateIndex != -1)
|
|
{
|
|
var tuple = _floatsToInterpolate[floatToInterpolateIndex];
|
|
tuple.Item3 = (float) value;
|
|
_floatsToInterpolate[floatToInterpolateIndex] = tuple;
|
|
return;
|
|
}
|
|
}
|
|
|
|
_inputProperties[propertyIndex] = value;
|
|
}
|
|
|
|
public virtual T GetValue<T>(int propertyIndex)
|
|
{
|
|
if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
|
|
{
|
|
return default(T);
|
|
}
|
|
|
|
return (T) _inputProperties[propertyIndex];
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
protected List<(string, object)> _propertyNames;
|
|
|
|
public virtual (string, object)[] GetPropertyBindings()
|
|
{
|
|
if (_propertyNames == null) return null;
|
|
|
|
int count = _propertyNames.Count;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var item = _propertyNames[i];
|
|
item.Item2 = _inputProperties[i];
|
|
_propertyNames[i] = item;
|
|
}
|
|
|
|
return _propertyNames.ToArray();
|
|
}
|
|
#endif
|
|
}
|
|
} |