chore(unity): 固定Unity CLI Loop本地包并移除UnitySkills依赖
This commit is contained in:
@@ -0,0 +1,828 @@
|
||||
#if ULOOPMCP_HAS_INPUT_SYSTEM
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Controls;
|
||||
using UnityEngine.InputSystem.LowLevel;
|
||||
using UnityEngine.InputSystem.UI;
|
||||
|
||||
namespace io.github.hatayama.uLoopMCP
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
internal static class InputReplayer
|
||||
{
|
||||
private static readonly Dictionary<string, Key> _keyLookup = BuildKeyLookup();
|
||||
private static readonly Key[] _allKeys = BuildAllKeys();
|
||||
private static readonly Dictionary<string, MouseButton> _buttonLookup = new(StringComparer.OrdinalIgnoreCase)
|
||||
{
|
||||
{ "Left", MouseButton.Left },
|
||||
{ "Right", MouseButton.Right },
|
||||
{ "Middle", MouseButton.Middle }
|
||||
};
|
||||
private static readonly Key[] _emptyKeys = Array.Empty<Key>();
|
||||
private static readonly MouseButton[] _emptyButtons = Array.Empty<MouseButton>();
|
||||
|
||||
private static bool _isReplaying;
|
||||
private static InputRecordingData? _data;
|
||||
private static int _eventIndex;
|
||||
private static int _currentFrame;
|
||||
private static bool _loop;
|
||||
private static bool _showOverlay;
|
||||
private static readonly HashSet<Key> _replayHeldKeys = new();
|
||||
private static readonly HashSet<MouseButton> _replayHeldButtons = new();
|
||||
private static Vector2? _replayMousePosition;
|
||||
|
||||
// Some UI modules do not consume injected Mouse.current state, so replay keeps
|
||||
// manual ExecuteEvents support for those modules.
|
||||
private static bool _hasMousePosition;
|
||||
private static bool _prevLeftButtonHeld;
|
||||
private static Vector2? _previousReplayMousePosition;
|
||||
private static bool _suppressIdleUiOverlay;
|
||||
private static PointerEventData? _pointerData;
|
||||
private static GameObject? _currentPressTarget;
|
||||
private static GameObject? _currentDragTarget;
|
||||
private static bool _isDragging;
|
||||
private static Vector2 _pressScreenPosition;
|
||||
private static float _pressTime;
|
||||
private static bool _delayCompletionForUiModule;
|
||||
private static bool _hasActivePressDispatchMode;
|
||||
private static bool _activePressDispatchesUiEventsManually;
|
||||
|
||||
public static event Action? ReplayStarted;
|
||||
public static event Action? ReplayCompleted;
|
||||
|
||||
public static bool IsReplaying => _isReplaying;
|
||||
public static int CurrentFrame => _currentFrame;
|
||||
public static int TotalFrames => _data?.Metadata.TotalFrames ?? 0;
|
||||
|
||||
public static float Progress
|
||||
{
|
||||
get
|
||||
{
|
||||
int total = TotalFrames;
|
||||
return total > 0 ? (float)_currentFrame / total : 0f;
|
||||
}
|
||||
}
|
||||
|
||||
static InputReplayer()
|
||||
{
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
public static void StartReplay(InputRecordingData data, bool loop, bool showOverlay)
|
||||
{
|
||||
Debug.Assert(!_isReplaying, "Cannot start replay while already replaying");
|
||||
Debug.Assert(EditorApplication.isPlaying, "PlayMode must be active to start replay");
|
||||
Debug.Assert(data != null, "Recording data must not be null");
|
||||
|
||||
_data = data;
|
||||
_eventIndex = 0;
|
||||
_currentFrame = 0;
|
||||
_loop = loop;
|
||||
_showOverlay = showOverlay;
|
||||
_replayHeldKeys.Clear();
|
||||
_replayHeldButtons.Clear();
|
||||
_hasMousePosition = DetectMousePositionEvents(data!);
|
||||
ResetUiReplayState();
|
||||
EnsureOverlayForReplay(showOverlay);
|
||||
ClearOverlayState();
|
||||
_isReplaying = true;
|
||||
|
||||
InputSystem.onAfterUpdate -= OnAfterUpdate;
|
||||
InputSystem.onAfterUpdate += OnAfterUpdate;
|
||||
|
||||
ReplayStarted?.Invoke();
|
||||
}
|
||||
|
||||
public static void StopReplay()
|
||||
{
|
||||
if (!_isReplaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
InputSystem.onAfterUpdate -= OnAfterUpdate;
|
||||
_isReplaying = false;
|
||||
|
||||
ReleaseAllHeldInputs();
|
||||
|
||||
_data = null;
|
||||
_eventIndex = 0;
|
||||
_currentFrame = 0;
|
||||
_replayHeldKeys.Clear();
|
||||
_replayHeldButtons.Clear();
|
||||
ResetUiReplayState();
|
||||
|
||||
ClearOverlayState();
|
||||
}
|
||||
|
||||
private static void OnAfterUpdate()
|
||||
{
|
||||
if (!_isReplaying || _data == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
InputUpdateType currentUpdateType = InputState.currentUpdateType;
|
||||
InputUpdateType targetUpdateType = InputUpdateTypeResolver.Resolve();
|
||||
if (!InputUpdateTypeResolver.IsMatch(currentUpdateType, targetUpdateType))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 frameDelta = Vector2.zero;
|
||||
Vector2 frameScroll = Vector2.zero;
|
||||
|
||||
CollectFrameState(ref frameDelta, ref frameScroll);
|
||||
ApplyCurrentFrameSnapshot(Keyboard.current, Mouse.current, frameDelta, frameScroll);
|
||||
|
||||
if (_hasMousePosition)
|
||||
{
|
||||
ApplyUiEvents();
|
||||
}
|
||||
|
||||
if (_showOverlay)
|
||||
{
|
||||
ReplayInputOverlayState.Update(_currentFrame, _data.Metadata.TotalFrames, _loop);
|
||||
}
|
||||
|
||||
_currentFrame++;
|
||||
|
||||
if (_eventIndex >= _data.Frames.Count && _currentFrame > _data.Metadata.TotalFrames)
|
||||
{
|
||||
if (_delayCompletionForUiModule)
|
||||
{
|
||||
_delayCompletionForUiModule = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_loop)
|
||||
{
|
||||
ReleaseAllHeldInputs();
|
||||
_eventIndex = 0;
|
||||
_currentFrame = 0;
|
||||
ResetUiReplayState();
|
||||
}
|
||||
else
|
||||
{
|
||||
StopReplay();
|
||||
ReplayCompleted?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void CollectFrameState(ref Vector2 frameDelta, ref Vector2 frameScroll)
|
||||
{
|
||||
Debug.Assert(_data != null, "_data must not be null while replaying");
|
||||
|
||||
while (_eventIndex < _data!.Frames.Count && _data.Frames[_eventIndex].Frame <= _currentFrame)
|
||||
{
|
||||
InputFrameEvents frameEvents = _data.Frames[_eventIndex];
|
||||
for (int i = 0; i < frameEvents.Events.Count; i++)
|
||||
{
|
||||
ProcessEvent(frameEvents.Events[i], ref frameDelta, ref frameScroll);
|
||||
}
|
||||
|
||||
_eventIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyCurrentFrameSnapshot(
|
||||
Keyboard? keyboard,
|
||||
Mouse? mouse,
|
||||
Vector2 frameDelta,
|
||||
Vector2 frameScroll)
|
||||
{
|
||||
if (keyboard != null)
|
||||
{
|
||||
ApplyKeyboardSnapshot(keyboard, _replayHeldKeys);
|
||||
}
|
||||
|
||||
if (mouse != null)
|
||||
{
|
||||
ApplyMouseSnapshot(mouse, _replayHeldButtons, frameDelta, frameScroll, _replayMousePosition);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessEvent(
|
||||
RecordedInputEvent evt,
|
||||
ref Vector2 frameDelta,
|
||||
ref Vector2 frameScroll)
|
||||
{
|
||||
switch (evt.Type)
|
||||
{
|
||||
case InputEventTypes.KEY_DOWN:
|
||||
ProcessKeyDown(evt.Data);
|
||||
break;
|
||||
case InputEventTypes.KEY_UP:
|
||||
ProcessKeyUp(evt.Data);
|
||||
break;
|
||||
case InputEventTypes.MOUSE_CLICK:
|
||||
ProcessMouseClick(evt.Data);
|
||||
break;
|
||||
case InputEventTypes.MOUSE_RELEASE:
|
||||
ProcessMouseRelease(evt.Data);
|
||||
break;
|
||||
case InputEventTypes.MOUSE_DELTA:
|
||||
ProcessMouseDelta(evt.Data, ref frameDelta);
|
||||
break;
|
||||
case InputEventTypes.MOUSE_SCROLL:
|
||||
ProcessMouseScroll(evt.Data, ref frameScroll);
|
||||
break;
|
||||
case InputEventTypes.MOUSE_POSITION:
|
||||
ProcessMousePosition(evt.Data);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessKeyDown(string keyName)
|
||||
{
|
||||
if (!_keyLookup.TryGetValue(keyName, out Key key))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_replayHeldKeys.Add(key);
|
||||
if (_showOverlay)
|
||||
{
|
||||
SimulateKeyboardOverlayState.AddHeldKey(keyName);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessKeyUp(string keyName)
|
||||
{
|
||||
if (!_keyLookup.TryGetValue(keyName, out Key key))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_replayHeldKeys.Remove(key);
|
||||
if (_showOverlay)
|
||||
{
|
||||
SimulateKeyboardOverlayState.RemoveHeldKey(keyName);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessMouseClick(string buttonName)
|
||||
{
|
||||
if (!_buttonLookup.TryGetValue(buttonName, out MouseButton button))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_replayHeldButtons.Add(button);
|
||||
if (_showOverlay && !_hasMousePosition)
|
||||
{
|
||||
SimulateMouseInputOverlayState.SetButtonHeld(button, true);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessMouseRelease(string buttonName)
|
||||
{
|
||||
if (!_buttonLookup.TryGetValue(buttonName, out MouseButton button))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_replayHeldButtons.Remove(button);
|
||||
if (_showOverlay && !_hasMousePosition)
|
||||
{
|
||||
SimulateMouseInputOverlayState.SetButtonHeld(button, false);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessMouseDelta(string data, ref Vector2 frameDelta)
|
||||
{
|
||||
frameDelta = InputRecorder.ParseVector2(data);
|
||||
if (_showOverlay && !_hasMousePosition)
|
||||
{
|
||||
SimulateMouseInputOverlayState.SetMoveDelta(frameDelta);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessMousePosition(string data)
|
||||
{
|
||||
_replayMousePosition = InputRecorder.ParseVector2(data);
|
||||
}
|
||||
|
||||
private static void ProcessMouseScroll(string data, ref Vector2 frameScroll)
|
||||
{
|
||||
if (!float.TryParse(data, NumberStyles.Float, CultureInfo.InvariantCulture, out float scrollY))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
frameScroll = new Vector2(0f, scrollY);
|
||||
if (_showOverlay && !_hasMousePosition)
|
||||
{
|
||||
int direction = scrollY > 0f ? 1 : scrollY < 0f ? -1 : 0;
|
||||
SimulateMouseInputOverlayState.SetScrollDirection(direction);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyKeyboardSnapshot(Keyboard keyboard, IReadOnlyCollection<Key> heldKeys)
|
||||
{
|
||||
InputUpdateType updateType = InputUpdateTypeResolver.Resolve();
|
||||
using (StateEvent.From(keyboard, out InputEventPtr eventPtr))
|
||||
{
|
||||
// StateEvent carries the previous frame's state; without zeroing first,
|
||||
// released keys would remain pressed until explicitly cleared.
|
||||
for (int i = 0; i < _allKeys.Length; i++)
|
||||
{
|
||||
KeyControl? control = keyboard[_allKeys[i]];
|
||||
if (control != null)
|
||||
{
|
||||
control.WriteValueIntoEvent(0f, eventPtr);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Key key in heldKeys)
|
||||
{
|
||||
KeyControl? control = keyboard[key];
|
||||
if (control != null)
|
||||
{
|
||||
control.WriteValueIntoEvent(1f, eventPtr);
|
||||
}
|
||||
}
|
||||
|
||||
InputState.Change(keyboard, eventPtr, updateType);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyMouseSnapshot(
|
||||
Mouse mouse,
|
||||
IReadOnlyCollection<MouseButton> heldButtons,
|
||||
Vector2 delta,
|
||||
Vector2 scroll,
|
||||
Vector2? position)
|
||||
{
|
||||
InputUpdateType updateType = InputUpdateTypeResolver.Resolve();
|
||||
using (StateEvent.From(mouse, out InputEventPtr eventPtr))
|
||||
{
|
||||
mouse.leftButton.WriteValueIntoEvent(0f, eventPtr);
|
||||
mouse.rightButton.WriteValueIntoEvent(0f, eventPtr);
|
||||
mouse.middleButton.WriteValueIntoEvent(0f, eventPtr);
|
||||
mouse.delta.WriteValueIntoEvent(delta, eventPtr);
|
||||
mouse.scroll.WriteValueIntoEvent(scroll, eventPtr);
|
||||
|
||||
if (position.HasValue)
|
||||
{
|
||||
mouse.position.WriteValueIntoEvent(position.Value, eventPtr);
|
||||
}
|
||||
|
||||
foreach (MouseButton button in heldButtons)
|
||||
{
|
||||
MouseInputState.GetButtonControl(mouse, button).WriteValueIntoEvent(1f, eventPtr);
|
||||
}
|
||||
|
||||
InputState.Change(mouse, eventPtr, updateType);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ReleaseAllHeldInputs()
|
||||
{
|
||||
Keyboard? keyboard = Keyboard.current;
|
||||
if (keyboard != null)
|
||||
{
|
||||
ApplyKeyboardSnapshot(keyboard, _emptyKeys);
|
||||
}
|
||||
|
||||
Mouse? mouse = Mouse.current;
|
||||
if (mouse != null)
|
||||
{
|
||||
ApplyMouseSnapshot(mouse, _emptyButtons, Vector2.zero, Vector2.zero, null);
|
||||
}
|
||||
|
||||
if (_showOverlay)
|
||||
{
|
||||
foreach (Key key in _replayHeldKeys)
|
||||
{
|
||||
SimulateKeyboardOverlayState.RemoveHeldKey(key.ToString());
|
||||
}
|
||||
|
||||
foreach (MouseButton button in _replayHeldButtons)
|
||||
{
|
||||
SimulateMouseInputOverlayState.SetButtonHeld(button, false);
|
||||
}
|
||||
|
||||
SimulateMouseInputOverlayState.SetMoveDelta(Vector2.zero);
|
||||
SimulateMouseInputOverlayState.SetScrollDirection(0);
|
||||
}
|
||||
_replayHeldKeys.Clear();
|
||||
_replayHeldButtons.Clear();
|
||||
}
|
||||
|
||||
private static Key[] BuildAllKeys()
|
||||
{
|
||||
List<Key> keys = new List<Key>();
|
||||
foreach (Key key in Enum.GetValues(typeof(Key)))
|
||||
{
|
||||
if (key == Key.None)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
keys.Add(key);
|
||||
}
|
||||
|
||||
return keys.ToArray();
|
||||
}
|
||||
|
||||
private static Dictionary<string, Key> BuildKeyLookup()
|
||||
{
|
||||
Dictionary<string, Key> lookup = new Dictionary<string, Key>(StringComparer.OrdinalIgnoreCase);
|
||||
foreach (Key key in Enum.GetValues(typeof(Key)))
|
||||
{
|
||||
if (key == Key.None)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string name = key.ToString();
|
||||
if (!lookup.ContainsKey(name))
|
||||
{
|
||||
lookup[name] = key;
|
||||
}
|
||||
}
|
||||
|
||||
return lookup;
|
||||
}
|
||||
|
||||
private static void ApplyUiEvents()
|
||||
{
|
||||
if (!_replayMousePosition.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EventSystem? eventSystem = EventSystem.current;
|
||||
if (eventSystem == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 screenPos = _replayMousePosition.Value;
|
||||
bool mouseMoved = !_previousReplayMousePosition.HasValue
|
||||
|| _previousReplayMousePosition.Value != screenPos;
|
||||
_previousReplayMousePosition = screenPos;
|
||||
|
||||
bool leftHeld = _replayHeldButtons.Contains(MouseButton.Left);
|
||||
bool justPressed = leftHeld && !_prevLeftButtonHeld;
|
||||
bool justReleased = !leftHeld && _prevLeftButtonHeld;
|
||||
_prevLeftButtonHeld = leftHeld;
|
||||
|
||||
Vector2 gameViewSize = Handles.GetMainGameViewSize();
|
||||
Vector2 inputPos = new Vector2(screenPos.x, gameViewSize.y - screenPos.y);
|
||||
bool currentDispatchUiEventsManually = ShouldDispatchUiEventsManually(eventSystem);
|
||||
bool dispatchUiEventsManually = GetPointerDispatchMode(currentDispatchUiEventsManually);
|
||||
|
||||
if (justPressed)
|
||||
{
|
||||
StorePointerDispatchMode(currentDispatchUiEventsManually);
|
||||
dispatchUiEventsManually = GetPointerDispatchMode(currentDispatchUiEventsManually);
|
||||
_suppressIdleUiOverlay = false;
|
||||
_pressTime = Time.realtimeSinceStartup;
|
||||
_pressScreenPosition = screenPos;
|
||||
_isDragging = false;
|
||||
if (dispatchUiEventsManually)
|
||||
{
|
||||
OnUiPointerDown(screenPos, eventSystem);
|
||||
}
|
||||
if (_showOverlay)
|
||||
{
|
||||
SimulateMouseUiOverlayState.Update(
|
||||
MouseAction.Click, inputPos, null, _currentPressTarget?.name, gameViewSize);
|
||||
SimulateMouseUiOverlayState.RequestExpandAnimation();
|
||||
}
|
||||
}
|
||||
else if (leftHeld && ShouldTrackHeldPointer(dispatchUiEventsManually))
|
||||
{
|
||||
if (dispatchUiEventsManually)
|
||||
{
|
||||
OnUiDrag(screenPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlayDragState(screenPos, eventSystem);
|
||||
}
|
||||
|
||||
if (_isDragging)
|
||||
{
|
||||
if (_showOverlay)
|
||||
{
|
||||
Vector2 pressInputPos = new Vector2(_pressScreenPosition.x, gameViewSize.y - _pressScreenPosition.y);
|
||||
SimulateMouseUiOverlayState.Update(
|
||||
MouseAction.Drag, inputPos, pressInputPos, null, gameViewSize);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float elapsed = Time.realtimeSinceStartup - _pressTime;
|
||||
if (_showOverlay && elapsed >= 0.5f)
|
||||
{
|
||||
SimulateMouseUiOverlayState.Update(
|
||||
MouseAction.LongPress, inputPos, null, _currentPressTarget?.name, gameViewSize);
|
||||
SimulateMouseUiOverlayState.UpdateLongPressElapsed(elapsed);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!_suppressIdleUiOverlay || mouseMoved)
|
||||
{
|
||||
// Keeping the overlay hidden until the pointer actually moves prevents release fade-out
|
||||
// from being cancelled by the next idle frame at the same position.
|
||||
_suppressIdleUiOverlay = false;
|
||||
if (_showOverlay)
|
||||
{
|
||||
SimulateMouseUiOverlayState.Update(
|
||||
MouseAction.Click, inputPos, null, null, gameViewSize);
|
||||
}
|
||||
}
|
||||
|
||||
if (justReleased)
|
||||
{
|
||||
if (dispatchUiEventsManually)
|
||||
{
|
||||
OnUiPointerUp(screenPos, eventSystem);
|
||||
}
|
||||
else
|
||||
{
|
||||
RequestCompletionDelayForInputSystemUiModule();
|
||||
ClearPointerState();
|
||||
}
|
||||
_suppressIdleUiOverlay = true;
|
||||
if (_showOverlay)
|
||||
{
|
||||
SimulateMouseUiOverlayState.RequestDissipateAnimation();
|
||||
SimulateMouseUiOverlayState.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void EnsureOverlayForReplay(bool showOverlay)
|
||||
{
|
||||
if (!showOverlay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
OverlayCanvasFactory.EnsureExists();
|
||||
RecordReplayOverlayFactory.EnsureReplayOverlay();
|
||||
}
|
||||
|
||||
private static void ClearOverlayState()
|
||||
{
|
||||
ReplayInputOverlayState.Clear();
|
||||
SimulateMouseUiOverlayState.Clear();
|
||||
SimulateMouseInputOverlayState.Clear();
|
||||
SimulateKeyboardOverlayState.Clear();
|
||||
}
|
||||
|
||||
private static bool ShouldDispatchUiEventsManually(EventSystem eventSystem)
|
||||
{
|
||||
BaseInputModule? inputModule = eventSystem.currentInputModule;
|
||||
return !(inputModule is InputSystemUIInputModule);
|
||||
}
|
||||
|
||||
private static bool GetPointerDispatchMode(bool currentDispatchUiEventsManually)
|
||||
{
|
||||
if (_hasActivePressDispatchMode)
|
||||
{
|
||||
return _activePressDispatchesUiEventsManually;
|
||||
}
|
||||
|
||||
return currentDispatchUiEventsManually;
|
||||
}
|
||||
|
||||
private static void StorePointerDispatchMode(bool dispatchUiEventsManually)
|
||||
{
|
||||
// EventSystem may select its currentInputModule after the press frame, so release must reuse the press path.
|
||||
_hasActivePressDispatchMode = true;
|
||||
_activePressDispatchesUiEventsManually = dispatchUiEventsManually;
|
||||
}
|
||||
|
||||
private static void RequestCompletionDelayForInputSystemUiModule()
|
||||
{
|
||||
if (_loop)
|
||||
{
|
||||
// Looping replays do not invoke ReplayCompleted, so delaying would add an unrecorded gap before reset.
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsFinalRecordedFrame())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// InputSystemUIInputModule consumes this release in EventSystem.Update after input update,
|
||||
// while ReplayCompleted handlers read UI verification state synchronously.
|
||||
_delayCompletionForUiModule = true;
|
||||
}
|
||||
|
||||
private static bool IsFinalRecordedFrame()
|
||||
{
|
||||
Debug.Assert(_data != null, "_data must not be null while replaying");
|
||||
|
||||
return _eventIndex >= _data!.Frames.Count && _currentFrame >= _data.Metadata.TotalFrames;
|
||||
}
|
||||
|
||||
private static bool ShouldTrackHeldPointer(bool dispatchUiEventsManually)
|
||||
{
|
||||
if (!dispatchUiEventsManually)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return _currentPressTarget != null || _currentDragTarget != null;
|
||||
}
|
||||
|
||||
private static void UpdateOverlayDragState(Vector2 screenPos, EventSystem eventSystem)
|
||||
{
|
||||
if (_isDragging)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float distance = (screenPos - _pressScreenPosition).magnitude;
|
||||
if (distance > eventSystem.pixelDragThreshold)
|
||||
{
|
||||
_isDragging = true;
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnUiPointerDown(Vector2 screenPos, EventSystem eventSystem)
|
||||
{
|
||||
RaycastResult? hit = UiRaycastHelper.RaycastUI(screenPos, eventSystem);
|
||||
|
||||
_pointerData = new PointerEventData(eventSystem)
|
||||
{
|
||||
position = screenPos,
|
||||
pressPosition = screenPos,
|
||||
button = PointerEventData.InputButton.Left
|
||||
};
|
||||
_pressScreenPosition = screenPos;
|
||||
_isDragging = false;
|
||||
_currentDragTarget = null;
|
||||
|
||||
if (hit == null)
|
||||
{
|
||||
_currentPressTarget = null;
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject rawTarget = hit.Value.gameObject;
|
||||
_pointerData.pointerCurrentRaycast = hit.Value;
|
||||
_pointerData.pointerPressRaycast = hit.Value;
|
||||
|
||||
_currentPressTarget = ExecuteEvents.GetEventHandler<IPointerDownHandler>(rawTarget)
|
||||
?? ExecuteEvents.GetEventHandler<IPointerClickHandler>(rawTarget);
|
||||
|
||||
if (_currentPressTarget != null)
|
||||
{
|
||||
_pointerData.pointerPress = _currentPressTarget;
|
||||
_pointerData.rawPointerPress = rawTarget;
|
||||
ExecuteEvents.ExecuteHierarchy(rawTarget, _pointerData, ExecuteEvents.pointerDownHandler);
|
||||
}
|
||||
|
||||
// initializePotentialDrag must fire before beginDrag per StandaloneInputModule contract
|
||||
_currentDragTarget = ExecuteEvents.GetEventHandler<IDragHandler>(rawTarget);
|
||||
if (_currentDragTarget != null)
|
||||
{
|
||||
ExecuteEvents.Execute(_currentDragTarget, _pointerData, ExecuteEvents.initializePotentialDrag);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnUiDrag(Vector2 screenPos)
|
||||
{
|
||||
if (_pointerData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 delta = screenPos - _pointerData.position;
|
||||
if (delta == Vector2.zero)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_pointerData.position = screenPos;
|
||||
_pointerData.delta = delta;
|
||||
|
||||
if (!_isDragging && _currentDragTarget != null)
|
||||
{
|
||||
float distance = (screenPos - _pressScreenPosition).magnitude;
|
||||
if (distance > EventSystem.current.pixelDragThreshold)
|
||||
{
|
||||
_isDragging = true;
|
||||
_pointerData.dragging = true;
|
||||
_pointerData.pointerDrag = _currentDragTarget;
|
||||
ExecuteEvents.Execute(_currentDragTarget, _pointerData, ExecuteEvents.beginDragHandler);
|
||||
}
|
||||
}
|
||||
|
||||
if (_isDragging && _currentDragTarget != null)
|
||||
{
|
||||
ExecuteEvents.Execute(_currentDragTarget, _pointerData, ExecuteEvents.dragHandler);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnUiPointerUp(Vector2 screenPos, EventSystem eventSystem)
|
||||
{
|
||||
if (_pointerData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_pointerData.position = screenPos;
|
||||
|
||||
if (_currentPressTarget != null)
|
||||
{
|
||||
ExecuteEvents.Execute(_currentPressTarget, _pointerData, ExecuteEvents.pointerUpHandler);
|
||||
}
|
||||
|
||||
if (_isDragging && _currentDragTarget != null)
|
||||
{
|
||||
RaycastResult? dropHit = UiRaycastHelper.RaycastUI(screenPos, eventSystem);
|
||||
if (dropHit != null)
|
||||
{
|
||||
_pointerData.pointerCurrentRaycast = dropHit.Value;
|
||||
GameObject? dropTarget = ExecuteEvents.GetEventHandler<IDropHandler>(dropHit.Value.gameObject);
|
||||
if (dropTarget != null)
|
||||
{
|
||||
ExecuteEvents.Execute(dropTarget, _pointerData, ExecuteEvents.dropHandler);
|
||||
}
|
||||
}
|
||||
|
||||
ExecuteEvents.Execute(_currentDragTarget, _pointerData, ExecuteEvents.endDragHandler);
|
||||
}
|
||||
else if (_currentPressTarget != null)
|
||||
{
|
||||
// StandaloneInputModule skips click when dragged; match that behavior
|
||||
GameObject? clickTarget = ExecuteEvents.GetEventHandler<IPointerClickHandler>(
|
||||
_pointerData.rawPointerPress ?? _currentPressTarget);
|
||||
if (clickTarget != null)
|
||||
{
|
||||
ExecuteEvents.Execute(clickTarget, _pointerData, ExecuteEvents.pointerClickHandler);
|
||||
}
|
||||
}
|
||||
|
||||
ClearPointerState();
|
||||
}
|
||||
|
||||
private static void ClearPointerState()
|
||||
{
|
||||
_currentPressTarget = null;
|
||||
_currentDragTarget = null;
|
||||
_isDragging = false;
|
||||
_pointerData = null;
|
||||
_hasActivePressDispatchMode = false;
|
||||
_activePressDispatchesUiEventsManually = false;
|
||||
}
|
||||
|
||||
private static bool DetectMousePositionEvents(InputRecordingData data)
|
||||
{
|
||||
for (int i = 0; i < data.Frames.Count; i++)
|
||||
{
|
||||
List<RecordedInputEvent> events = data.Frames[i].Events;
|
||||
for (int j = 0; j < events.Count; j++)
|
||||
{
|
||||
if (events[j].Type == InputEventTypes.MOUSE_POSITION)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void ResetUiReplayState()
|
||||
{
|
||||
_replayMousePosition = null;
|
||||
_previousReplayMousePosition = null;
|
||||
_prevLeftButtonHeld = false;
|
||||
_suppressIdleUiOverlay = false;
|
||||
_pointerData = null;
|
||||
_currentPressTarget = null;
|
||||
_currentDragTarget = null;
|
||||
_isDragging = false;
|
||||
_pressTime = 0f;
|
||||
_delayCompletionForUiModule = false;
|
||||
_hasActivePressDispatchMode = false;
|
||||
_activePressDispatchesUiEventsManually = false;
|
||||
}
|
||||
|
||||
private static void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
if (state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
StopReplay();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user