XRoom_Unity/xroom/Assets/BNG Framework/Scripts/UI/VRTextInput.cs
2025-05-26 11:51:25 +03:30

115 lines
4.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BNG {
public class VRTextInput : MonoBehaviour {
UnityEngine.UI.InputField thisInputField;
public bool AttachToVRKeyboard = true;
public bool ActivateKeyboardOnSelect = true;
public bool DeactivateKeyboardOnDeselect = false;
public VRKeyboard AttachedKeyboard;
[Header("Keyboard Position")]
[Tooltip("Transform to position the keyboard relative to (usually the player's hand or head)")]
public Transform playerKeyboardPosition;
[Tooltip("Distance in front of camera")]
public float keyboardDistance = 10f;
[Tooltip("Height offset from camera")]
public float keyboardHeight = 1f;
bool isFocused, wasFocused = false;
float lastActivatedTime = 0;
void Awake() {
thisInputField = GetComponent<UnityEngine.UI.InputField>();
if(thisInputField && AttachedKeyboard != null) {
AttachedKeyboard.AttachToInputField(thisInputField);
}
// If no player position is set, try to find the main camera (usually attached to player's head)
if (playerKeyboardPosition == null) {
if (Camera.main != null) {
playerKeyboardPosition = Camera.main.transform;
}
}
}
void Update() {
isFocused = thisInputField != null && thisInputField.isFocused;
// Check if our input field is now focused
if(isFocused == true && wasFocused == false) {
OnInputSelect();
}
else if (isFocused == false && wasFocused == true) {
OnInputDeselect();
}
wasFocused = isFocused;
}
/// <summary>
/// Set the keyboard's active state and position
/// </summary>
/// <param name="active">Whether to show or hide the keyboard</param>
/// <param name="position">Optional position to place the keyboard. If null, uses player position</param>
public void SetKeyboardActive(bool active, Vector3? position = null) {
if (AttachedKeyboard != null) {
AttachedKeyboard.gameObject.SetActive(active);
if (active) {
Vector3 targetPosition;
if (position.HasValue) {
targetPosition = position.Value;
} else if (playerKeyboardPosition != null) {
// Position keyboard 10 units in front and 1 unit up from camera
targetPosition = playerKeyboardPosition.position +
playerKeyboardPosition.forward * keyboardDistance +
playerKeyboardPosition.up * keyboardHeight;
} else {
return; // No position to place keyboard
}
AttachedKeyboard.transform.position = targetPosition;
}
}
}
public void OnInputSelect() {
// Enable keyboard if disabled
if (ActivateKeyboardOnSelect && AttachedKeyboard != null && !AttachedKeyboard.gameObject.activeInHierarchy) {
SetKeyboardActive(true);
AttachedKeyboard.AttachToInputField(thisInputField);
lastActivatedTime = Time.time;
}
}
public void OnInputDeselect() {
// Deslect if valid keyboard is found, and did not recently activate
if (DeactivateKeyboardOnDeselect && AttachedKeyboard != null && AttachedKeyboard.gameObject.activeInHierarchy && Time.time - lastActivatedTime >= 0.1f) {
SetKeyboardActive(false);
}
}
// Assign the AttachedKeyboard variable when adding the component to a GameObject for the first time
void Reset() {
var keyboard = GameObject.FindObjectOfType<VRKeyboard>();
if(keyboard) {
AttachedKeyboard = keyboard;
Debug.Log("Found and attached Keyboard to " + AttachedKeyboard.transform.name);
}
}
}
}