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GameDevTVObstacleDodge/Library/PackageCache/com.unity.cinemachine@5342685532bb/Documentation~/InputSystemComponents.md

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# Use Input System with Cinemachine
For more complex input configurations like supporting multiple devices, you will need to receive inputs from the `PlayerInput` component provided by the Input System package. The following section assumes you already know how to setup this component. For more information, see the [Input System](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.5/manual/index.html) documentation and samples.
### Read from PlayerInput
To read values from a `PlayerInput` with a `behaviour` set to `InvokeCSharpEvents`, you need to create a custom `InputAxisController` that subscribes to `onActionTriggered`. The example below shows how to receive and wire those inputs accordingly. Add this script to your `CinemachineCamera` and assign the `PlayerInput` field.
```cs
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
// This class receives input from a PlayerInput component and dispatches it
// to the appropriate Cinemachine InputAxis. The playerInput component should
// be on the same GameObject, or specified in the PlayerInput field.
class CustomInputHandler : InputAxisControllerBase<CustomInputHandler.Reader>
{
[Header("Input Source Override")]
public PlayerInput PlayerInput;
void Awake()
{
// When the PlayerInput receives an input, send it to all the controllers
if (PlayerInput == null)
TryGetComponent(out PlayerInput);
if (PlayerInput == null)
Debug.LogError("Cannot find PlayerInput component");
else
{
PlayerInput.notificationBehavior = PlayerNotifications.InvokeCSharpEvents;
PlayerInput.onActionTriggered += (value) =>
{
for (var i = 0; i < Controllers.Count; i++)
Controllers[i].Input.ProcessInput(value.action);
};
}
}
// We process user input on the Update clock
void Update()
{
if (Application.isPlaying)
UpdateControllers();
}
// Controllers will be instances of this class.
[Serializable]
public class Reader : IInputAxisReader
{
public InputActionReference Input;
Vector2 m_Value; // the cached value of the input
public void ProcessInput(InputAction action)
{
// If it's my action then cache the new value
if (Input != null && Input.action.id == action.id)
{
if (action.expectedControlType == "Vector2")
m_Value = action.ReadValue<Vector2>();
else
m_Value.x = m_Value.y = action.ReadValue<float>();
}
}
// IInputAxisReader interface: Called by the framework to read the input value
public float GetValue(UnityEngine.Object context, IInputAxisOwner.AxisDescriptor.Hints hint)
{
return (hint == IInputAxisOwner.AxisDescriptor.Hints.Y ? m_Value.y : m_Value.x);
}
}
}
```
For more information, see the [Cinemachine Multiple Camera](CinemachineMultipleCameras.md) documentation and example if you need to dynamically instantiate cameras.