SamsonGame/Assets/Sources/Lean/Touch+/Scripts/LeanFingerTapQuick.cs

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to detect when a finger begins touching the screen after it's done a specific amount of taps. This creates the effect of instantly detecting this tap.
/// NOTE: This component can only be used to detect the last tap.
/// For example, if you want to detect single and double taps, then this component can only be used to detect double taps.
/// If you want to detect prior taps, then you must use the <b>LeanFingerTapExpired</b> component.
/// The reason for this is because this component <b>instantly</b> triggers when you begin touching the screen, so it cannot know how many times you will tap after.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanFingerTapQuick")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Tap Quick")]
public class LeanFingerTapQuick : MonoBehaviour
{
[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
/// <summary>Ignore fingers with StartedOverGui?</summary>
public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [FSA("IgnoreStartedOverGui")] [SerializeField] private bool ignoreStartedOverGui = true;
/// <summary>If the specified object is set and isn't selected, then this component will do nothing.</summary>
public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [FSA("RequiredSelectable")] [SerializeField] private LeanSelectable requiredSelectable;
/// <summary>How many taps must the finger have already performed?
/// 1 = One previous tap, making this component detect the second quick tap.</summary>
public int RequiredTapCount { set { requiredTapCount = value; } get { return requiredTapCount; } } [FSA("RequiredTapCount")] [SerializeField] private int requiredTapCount = 1;
/// <summary>Called on the first frame the conditions are met.</summary>
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [FSA("onDown")] [FSA("OnDown")] [SerializeField] private LeanFingerEvent onFinger;
/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = Start point based on the ScreenDepth settings.</summary>
public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
/// <summary>Called on the first frame the conditions are met.
/// Vector2 = Screen position.</summary>
public Vector2Event OnScreen { get { if (onScreen == null) onScreen = new Vector2Event(); return onScreen; } } [SerializeField] private Vector2Event onScreen;
#if UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
#endif
protected virtual void Awake()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
}
private void HandleFingerDown(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.IsOverGui == true)
{
return;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return;
}
if (finger.TapCount == requiredTapCount)
{
if (onFinger != null)
{
onFinger.Invoke(finger);
}
if (onWorld != null)
{
var position = ScreenDepth.Convert(finger.StartScreenPosition, gameObject);
onWorld.Invoke(position);
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanFingerTapQuick;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanFingerTapQuick_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
Draw("requiredTapCount", "How many taps must the finger have already performed?\n\n1 = One previous tap, making this component detect the second quick tap.");
Separator();
var usedA = Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnScreen.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onScreen");
}
}
}
}
#endif