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#if MLA_INPUT_SYSTEM
using System;
using Unity.Collections;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// This interface is passed to InputActionActuators to allow them to write to InputEvents.
/// The way this interface should be used is to request the <see cref="InputEventPtr"/> by calling
/// <see cref="GetEventForFrame"/> then call <see cref="EventProcessedInFrame"/> before returning from
/// </summary>
public class InputActuatorEventContext : IDisposable
{
/// <summary>
/// The number of times to allow the use of an event before queuing it in the InputSystem.
/// </summary>
public readonly int NumTimesToProcess;
public readonly InputDevice InputDevice;
NativeArray<byte> m_EventBuffer;
InputEventPtr m_Ptr;
int m_Count;
#if UNITY_EDITOR
public static InputActuatorEventContext s_EditorContext = new InputActuatorEventContext();
#endif
public InputActuatorEventContext(int numTimesToProcess = 1, InputDevice device = null)
{
NumTimesToProcess = numTimesToProcess;
InputDevice = device;
m_Count = 0;
m_Ptr = new InputEventPtr();
m_EventBuffer = new NativeArray<byte>();
}
/// <summary>
/// Returns the <see cref="InputEventPtr"/> to write to for the current frame.
/// </summary>
/// <returns>The <see cref="InputEventPtr"/> to write to for the current frame.</returns>
public IDisposable GetEventForFrame(out InputEventPtr eventPtr)
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
eventPtr = new InputEventPtr();
}
#endif
if (m_Count % NumTimesToProcess == 0)
{
m_Count = 0;
m_EventBuffer = StateEvent.From(InputDevice, out m_Ptr);
}
eventPtr = m_Ptr;
return this;
}
public void Dispose()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return;
}
#endif
m_Count++;
if (m_Count == NumTimesToProcess && m_Ptr.valid)
{
InputSystem.QueueEvent(m_Ptr);
m_EventBuffer.Dispose();
}
}
}
}
#endif // MLA_INPUT_SYSTEM
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