using UnityEngine;
using UnityEngine.InputSystem;
///
/// Controls hand animations based on user input, managing trigger and grip actions through Unity's Input System.
///
public class HandAnimationController : MonoBehaviour
{
// Input action for the trigger button
[SerializeField] private InputActionProperty _triggerAction;
// Input action for the grip button
[SerializeField] private InputActionProperty _gripAction;
// Controls animations for the hand
private Animator _animator;
// Identifier for the trigger animation parameter
private int _triggerAnimationParameterID;
// Identifier for the grip animation parameter
private int _gripAnimationParameterID;
///
/// Initializes necessary components and variables.
///
private void Awake()
{
_animator = GetComponent();
_triggerAnimationParameterID = Animator.StringToHash("Trigger");
_gripAnimationParameterID = Animator.StringToHash("Grip");
}
///
/// Subscribes to input events when the script is enabled.
///
private void OnEnable()
{
_triggerAction.action.performed += XRController_SelectAction_Performed;
_gripAction.action.performed += XRController_ActivateAction_Performed;
_triggerAction.action.canceled += XRController_SelectAction_Canceled;
_gripAction.action.canceled += XRController_ActivateAction_Canceled;
}
///
/// Unsubscribes from input events to prevent issues when the script is disabled.
///
private void OnDisable()
{
_triggerAction.action.performed -= XRController_SelectAction_Performed;
_gripAction.action.performed -= XRController_ActivateAction_Performed;
_triggerAction.action.canceled -= XRController_SelectAction_Canceled;
_gripAction.action.canceled -= XRController_ActivateAction_Canceled;
}
///
/// Handles trigger input to control the corresponding animation.
///
private void XRController_SelectAction_Performed(InputAction.CallbackContext obj)
{
float triggerInputValue = obj.ReadValue();
_animator.SetFloat(_triggerAnimationParameterID, triggerInputValue);
}
///
/// Handles grip input to control the corresponding animation.
///
private void XRController_ActivateAction_Performed(InputAction.CallbackContext obj)
{
float gripInputValue = obj.ReadValue();
_animator.SetFloat(_gripAnimationParameterID, gripInputValue);
}
///
/// Resets trigger animation when the trigger action is canceled.
///
private void XRController_SelectAction_Canceled(InputAction.CallbackContext obj)
{
float triggerInputValue = 0;
_animator.SetFloat(_triggerAnimationParameterID, triggerInputValue);
}
///
/// Resets grip animation when the grip action is canceled.
///
private void XRController_ActivateAction_Canceled(InputAction.CallbackContext obj)
{
float gripInputValue = 0;
_animator.SetFloat(_gripAnimationParameterID, gripInputValue);
}
}