• Unity InputSystem 参考


    Demo

    #if ENABLE_INPUT_SYSTEM
    using UnityEngine.InputSystem;
    #endif
    
    using UnityEngine;
    
    namespace UnityTemplateProjects
    {
        public class SimpleCameraController : MonoBehaviour
        {
            class CameraState
            {
                public float yaw;
                public float pitch;
                public float roll;
                public float x;
                public float y;
                public float z;
    
                public void SetFromTransform(Transform t)
                {
                    pitch = t.eulerAngles.x;
                    yaw = t.eulerAngles.y;
                    roll = t.eulerAngles.z;
                    x = t.position.x;
                    y = t.position.y;
                    z = t.position.z;
                }
    
                public void Translate(Vector3 translation)
                {
                    Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
    
                    x += rotatedTranslation.x;
                    y += rotatedTranslation.y;
                    z += rotatedTranslation.z;
                }
    
                public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
                {
                    yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
                    pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
                    roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
    
                    x = Mathf.Lerp(x, target.x, positionLerpPct);
                    y = Mathf.Lerp(y, target.y, positionLerpPct);
                    z = Mathf.Lerp(z, target.z, positionLerpPct);
                }
    
                public void UpdateTransform(Transform t)
                {
                    t.eulerAngles = new Vector3(pitch, yaw, roll);
                    t.position = new Vector3(x, y, z);
                }
            }
    
            const float k_MouseSensitivityMultiplier = 0.01f;
    
            CameraState m_TargetCameraState = new CameraState();
            CameraState m_InterpolatingCameraState = new CameraState();
    
            [Header("Movement Settings")]
            [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
            public float boost = 3.5f;
    
            [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
            public float positionLerpTime = 0.2f;
    
            [Header("Rotation Settings")]
            [Tooltip("Multiplier for the sensitivity of the rotation.")]
            public float mouseSensitivity = 60.0f;
    
            [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
            public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
    
            [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
            public float rotationLerpTime = 0.01f;
    
            [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
            public bool invertY = false;
    
    #if ENABLE_INPUT_SYSTEM
            InputAction movementAction;
            InputAction verticalMovementAction;
            InputAction lookAction;
            InputAction boostFactorAction;
            bool        mouseRightButtonPressed;
    
            void Start()
            {
                var map = new InputActionMap("Simple Camera Controller");
    
                lookAction = map.AddAction("look", binding: "/delta");
                movementAction = map.AddAction("move", binding: "/leftStick");
                verticalMovementAction = map.AddAction("Vertical Movement");
                boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll");
    
                lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
                movementAction.AddCompositeBinding("Dpad")
                    .With("Up", "/w")
                    .With("Up", "/upArrow")
                    .With("Down", "/s")
                    .With("Down", "/downArrow")
                    .With("Left", "/a")
                    .With("Left", "/leftArrow")
                    .With("Right", "/d")
                    .With("Right", "/rightArrow");
                verticalMovementAction.AddCompositeBinding("Dpad")
                    .With("Up", "/pageUp")
                    .With("Down", "/pageDown")
                    .With("Up", "/e")
                    .With("Down", "/q")
                    .With("Up", "/rightshoulder")
                    .With("Down", "/leftshoulder");
                boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
    
                movementAction.Enable();
                lookAction.Enable();
                verticalMovementAction.Enable();
                boostFactorAction.Enable();
            }
    
    #endif
    
            void OnEnable()
            {
                m_TargetCameraState.SetFromTransform(transform);
                m_InterpolatingCameraState.SetFromTransform(transform);
            }
    
            Vector3 GetInputTranslationDirection()
            {
                Vector3 direction = Vector3.zero;
    #if ENABLE_INPUT_SYSTEM
                var moveDelta = movementAction.ReadValue<Vector2>();
                direction.x = moveDelta.x;
                direction.z = moveDelta.y;
                direction.y = verticalMovementAction.ReadValue<Vector2>().y;
    #else
                if (Input.GetKey(KeyCode.W))
                {
                    direction += Vector3.forward;
                }
                if (Input.GetKey(KeyCode.S))
                {
                    direction += Vector3.back;
                }
                if (Input.GetKey(KeyCode.A))
                {
                    direction += Vector3.left;
                }
                if (Input.GetKey(KeyCode.D))
                {
                    direction += Vector3.right;
                }
                if (Input.GetKey(KeyCode.Q))
                {
                    direction += Vector3.down;
                }
                if (Input.GetKey(KeyCode.E))
                {
                    direction += Vector3.up;
                }
    #endif
                return direction;
            }
    
            void Update()
            {
                // Exit Sample
    
                if (IsEscapePressed())
                {
                    Application.Quit();
    #if UNITY_EDITOR
                    UnityEditor.EditorApplication.isPlaying = false;
    #endif
                }
    
                // Hide and lock cursor when right mouse button pressed
                if (IsRightMouseButtonDown())
                {
                    Cursor.lockState = CursorLockMode.Locked;
                }
    
                // Unlock and show cursor when right mouse button released
                if (IsRightMouseButtonUp())
                {
                    Cursor.visible = true;
                    Cursor.lockState = CursorLockMode.None;
                }
    
                // Rotation
                if (IsCameraRotationAllowed())
                {
                    var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
                    if (invertY)
                        mouseMovement.y = -mouseMovement.y;
    
                    var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
    
                    m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
                    m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
                }
    
                // Translation
                var translation = GetInputTranslationDirection() * Time.deltaTime;
    
                // Speed up movement when shift key held
                if (IsBoostPressed())
                {
                    translation *= 10.0f;
                }
    
                // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
                boost += GetBoostFactor();
                translation *= Mathf.Pow(2.0f, boost);
    
                m_TargetCameraState.Translate(translation);
    
                // Framerate-independent interpolation
                // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
                var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
                var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
                m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
    
                m_InterpolatingCameraState.UpdateTransform(transform);
            }
    
            float GetBoostFactor()
            {
    #if ENABLE_INPUT_SYSTEM
                return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
    #else
                return Input.mouseScrollDelta.y * 0.01f;
    #endif
            }
    
            Vector2 GetInputLookRotation()
            {
                // try to compensate the diff between the two input systems by multiplying with empirical values
    #if ENABLE_INPUT_SYSTEM
                var delta = lookAction.ReadValue<Vector2>();
                delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
                delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
                return delta;
    #else
                return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
    #endif
            }
    
            bool IsBoostPressed()
            {
    #if ENABLE_INPUT_SYSTEM
                bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
                boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
                return boost;
    #else
                return Input.GetKey(KeyCode.LeftShift);
    #endif
            }
    
            bool IsEscapePressed()
            {
    #if ENABLE_INPUT_SYSTEM
                return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
    #else
                return Input.GetKey(KeyCode.Escape);
    #endif
            }
    
            bool IsCameraRotationAllowed()
            {
    #if ENABLE_INPUT_SYSTEM
                bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
                canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
                return canRotate;
    #else
                return Input.GetMouseButton(1);
    #endif
            }
    
            bool IsRightMouseButtonDown()
            {
    #if ENABLE_INPUT_SYSTEM
                return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
    #else
                return Input.GetMouseButtonDown(1);
    #endif
            }
    
            bool IsRightMouseButtonUp()
            {
    #if ENABLE_INPUT_SYSTEM
                return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
    #else
                return Input.GetMouseButtonUp(1);
    #endif
            }
        }
    }
    
    
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  • 原文地址:https://blog.csdn.net/qq_26318597/article/details/133297807