Class PressInteraction
Performs the action at specific points in a button press-and-release sequence according top behavior.
Implements
Namespace: UnityEngine.InputSystem.Interactions
Assembly: Unity.InputSystem.dll
Syntax
public class PressInteraction : IInputInteraction
Remarks
By default, uses PressOnly which performs the action as soon as the control crosses the button press threshold defined by pressPoint. The action then will not trigger again until the control is first released.
Can be set to instead trigger on release (that is, when the control goes back below the button press threshold) using ReleaseOnly or can be set to trigger on both press and release using PressAndRelease).
Note that using an explicit press interaction is only necessary if the goal is to either customize the press behavior of a button or when binding to controls that are not buttons as such (the press interaction compares magnitudes to pressPoint and thus any type of control that can deliver a magnitude can act as a button). The default behavior available out of the box when binding Button type actions to button-type controls (ButtonControl) corresponds to using a press modifier with behavior set to PressOnly and pressPoint left at default.
Fields
behavior
Determines how button presses trigger the action.
Declaration
[Tooltip("Determines how button presses trigger the action. By default (PressOnly), the action is performed on press. With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is performed on press and release.")]
public PressBehavior behavior
Field Value
Type | Description |
---|---|
PressBehavior |
Remarks
By default (PressOnly), the action is performed on press. With ReleaseOnly, the action is performed on release. With PressAndRelease, the action is performed on press and on release.
pressPoint
Amount of actuation required before a control is considered pressed.
Declaration
[Tooltip("The amount of actuation a control requires before being considered pressed. If not set, default to 'Default Press Point' in the global input settings.")]
public float pressPoint
Field Value
Type | Description |
---|---|
float |
Remarks
If zero (default), defaults to defaultButtonPressPoint.
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()