You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/StartingPointInput/Assets/Scripts/Input/vectorized_combination.lua

142 lines
6.0 KiB
Lua

----------------------------------------------------------------------------------------------------
--
-- Copyright (c) Contributors to the Open 3D Engine Project.
-- For complete copyright and license terms please see the LICENSE at the root of this distribution.
--
-- SPDX-License-Identifier: Apache-2.0 OR MIT
--
--
--
----------------------------------------------------------------------------------------------------
local gameplayMultiHandler = require('Scripts.Utils.Components.GameplayUtils')
local vectorized_combination =
{
Properties =
{
XCoordEventName = "",
YCoordEventName = "",
ZCoordEventName = "",
OutgoingGameplayEventName = "",
DeadZoneLength = 0.2,
},
}
function vectorized_combination:OnActivate()
self.vectorizedValue = Vector3(0,0,0)
self.active = false
self.outgoingId = GameplayNotificationId(self.entityId, self.Properties.OutgoingGameplayEventName, "Vector3")
self.vectorizedHandlers = gameplayMultiHandler.ConnectMultiHandlers{
[GameplayNotificationId(self.entityId, self.Properties.XCoordEventName, "float")] = {
OnEventBegin = function(floatValue) self:UpdateX(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateX(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateX(0) end,
},
[GameplayNotificationId(self.entityId, self.Properties.YCoordEventName, "float")] = {
OnEventBegin = function(floatValue) self:UpdateY(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateY(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateY(0) end,
},
[GameplayNotificationId(self.entityId, self.Properties.ZCoordEventName, "float")] = {
OnEventBegin = function(floatValue) self:UpdateZ(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateZ(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateZ(0) end,
},
}
-- deprecated bus id's will be removed in 1.12
-------------------------------------------------------------------------
self.deprecatedOutgoingId = GameplayNotificationId(self.entityId, self.Properties.OutgoingGameplayEventName)
self.deprecatedVectorizedHandlers = gameplayMultiHandler.ConnectMultiHandlers{
[GameplayNotificationId(self.entityId, self.Properties.XCoordEventName)] = {
OnEventBegin = function(floatValue) self:UpdateX(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateX(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateX(0) end,
},
[GameplayNotificationId(self.entityId, self.Properties.YCoordEventName)] = {
OnEventBegin = function(floatValue) self:UpdateY(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateY(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateY(0) end,
},
[GameplayNotificationId(self.entityId, self.Properties.ZCoordEventName)] = {
OnEventBegin = function(floatValue) self:UpdateZ(floatValue) end,
OnEventUpdating = function(floatValue) self:UpdateZ(floatValue) end,
OnEventEnd = function(floatValue) self:UpdateZ(0) end,
},
}
-------------------------------------------------------------------------
end
function vectorized_combination:OnDeactivate()
self.vectorizedHandlers:Disconnect()
self.deprecatedVectorizedHandlers:Disconnect()
end
function vectorized_combination:SendGameplayEvent()
local shouldBeActive = self.vectorizedValue:GetLength() > self.Properties.DeadZoneLength
if shouldBeActive and not self.active then
GameplayNotificationBus.Event.OnEventBegin(self.outgoingId, self.vectorizedValue, "float")
elseif shouldBeActive and self.active then
GameplayNotificationBus.Event.OnEventUpdating(self.outgoingId, self.vectorizedValue, "float")
elseif not shouldBeActive and self.active then
GameplayNotificationBus.Event.OnEventEnd(self.outgoingId, self.vectorizedValue, "float")
end
self.active = shouldBeActive
-- otherwise we were not active and shouldn't be active so do nothing
end
-- X coordinate handlers
function vectorized_combination:UpdateX(floatValue)
self.vectorizedValue.x = floatValue
self:SendGameplayEvent()
end
-- Y coordinate handlers
function vectorized_combination:UpdateY(floatValue)
self.vectorizedValue.y = floatValue
self:SendGameplayEvent()
end
-- Z coordinate handlers
function vectorized_combination:UpdateZ(floatValue)
self.vectorizedValue.z = floatValue
self:SendGameplayEvent()
end
--deprecated methods will be removed in 1.12
-------------------------------------------------------------------------
function vectorized_combination:DeprecatedSendGameplayEvent()
local shouldBeActive = self.vectorizedValue:GetLength() > self.Properties.DeadZoneLength
if shouldBeActive and not self.active then
GameplayNotificationBus.Event.OnEventBegin(self.deprecatedOutgoingId, self.vectorizedValue)
elseif shouldBeActive and self.active then
GameplayNotificationBus.Event.OnEventUpdating(self.deprecatedOutgoingId, self.vectorizedValue)
elseif not shouldBeActive and self.active then
GameplayNotificationBus.Event.OnEventEnd(self.deprecatedOutgoingId, self.vectorizedValue)
end
self.active = shouldBeActive
-- otherwise we were not active and shouldn't be active so do nothing
end
-- X coordinate handlers
function vectorized_combination:DeprecatedUpdateX(floatValue)
self.vectorizedValue.x = floatValue
self:DeprecatedSendGameplayEvent()
end
-- Y coordinate handlers
function vectorized_combination:DeprecatedUpdateY(floatValue)
self.vectorizedValue.y = floatValue
self:DeprecatedSendGameplayEvent()
end
-- Z coordinate handlers
function vectorized_combination:DeprecatedUpdateZ(floatValue)
self.vectorizedValue.z = floatValue
self:DeprecatedSendGameplayEvent()
end
-------------------------------------------------------------------------
return vectorized_combination