Class SlowTapInteraction
Performs the action if the control is pressed and held for at least the set duration (which defaults to defaultSlowTapTime) and then released.
Implements
Namespace: UnityEngine.InputSystem.Interactions
Assembly: Unity.InputSystem.dll
Syntax
public class SlowTapInteraction : IInputInteraction
Fields
duration
The time in seconds within which the control needs to be pressed and released to perform the interaction.
Declaration
public float duration
Field Value
Type | Description |
---|---|
float |
Remarks
If this value is equal to or smaller than zero, the input system will use (defaultSlowTapTime) instead.
pressPoint
The press point required to perform the interaction.
Declaration
public float pressPoint
Field Value
Type | Description |
---|---|
float |
Remarks
For analog controls (such as trigger axes on a gamepad), the control needs to be engaged by at least this value to perform the interaction. If this value is equal to or smaller than zero, the input system will use (defaultButtonPressPoint) instead.
Methods
Process(ref InputInteractionContext)
Perform processing of the interaction in response to input.
Declaration
public void Process(ref InputInteractionContext context)
Parameters
Type | Name | Description |
---|---|---|
InputInteractionContext | context |
Remarks
This method is called whenever a control referenced in the binding that the interaction sits on changes value. The interaction is expected to process the value change and, if applicable, call Started() and/or its related methods to initiate a state change.
Note that if "control disambiguation" (i.e. the process where if multiple controls are bound to the same action, the system decides which control gets to drive the action at any one point) is in effect -- i.e. when either Button or Value are used but not if PassThrough is used -- inputs that the disambiguation chooses to ignore will cause this method to not be called.
Note that this method is called on the interaction even when there are multiple interactions and the interaction is not the one currently in control of the action (because another interaction that comes before it in the list had already started the action). Each interaction will get processed independently and the action will decide when to use which interaction to drive the action as a whole.
// Processing for an interaction that will perform the action only if a control
// is held at least at 3/4 actuation for at least 1 second.
public void Process(ref InputInteractionContext context)
{
var control = context.control;
// See if we're currently tracking a control.
if (m_Control != null)
{
// Ignore any input on a control we're not currently tracking.
if (m_Control != control)
return;
// Check if the control is currently actuated past our 3/4 threshold.
var isStillActuated = context.ControlIsActuated(0.75f);
// See for how long the control has been held.
var actuationTime = context.time - context.startTime;
if (!isStillActuated)
{
// Control is no longer actuated above 3/4 threshold. If it was held
// for at least a second, perform the action. Otherwise cancel it.
if (actuationTime >= 1)
context.Performed();
else
context.Cancelled();
}
// Control changed value somewhere above 3/4 of its actuation. Doesn't
// matter to us so no change.
}
else
{
// We're not already tracking a control. See if the control that just triggered
// is actuated at least 3/4th of its way. If so, start tracking it.
var isActuated = context.ControlIsActuated(0.75f);
if (isActuated)
{
m_Control = context.control;
context.Started();
}
}
}
InputControl m_Control;
public void Reset()
{
m_Control = null;
}</code></pre></example>
Reset()
Reset state that the interaction may hold. This should put the interaction back in its original state equivalent to no input yet having been received.
Declaration
public void Reset()