140 lines
4.4 KiB
C#
140 lines
4.4 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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using Lean.Common;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Touch
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{
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/// <summary>This component allows you to add mouse wheel control to other components.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMouseWheel")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Mouse Wheel")]
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public class LeanMouseWheel : MonoBehaviour
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{
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public enum ModifyType
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{
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None,
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Sign
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}
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public enum CoordinateType
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{
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ZeroBased,
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OneBased
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}
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[System.Serializable] public class FloatEvent : UnityEvent<float> {}
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/// <summary>Do nothing if this LeanSelectable isn't selected?</summary>
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public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [FSA("RequiredSelectable")] [SerializeField] private LeanSelectable requiredSelectable;
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/// <summary>When using simulated fingers, should they be created from a specific mouse button?
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/// -1 = Ignore.
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/// 0 = Left Mouse.
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/// 1 = Right Mouse.
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/// 2 = Middle Mouse.</summary>
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public int RequiredMouseButton { set { requiredMouseButton = value; } get { return requiredMouseButton; } } [FSA("RequiredMouseButton")] [SerializeField] private int requiredMouseButton = -1;
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/// <summary>Should the scroll delta be modified before use?
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/// Sign = The swipe delta will either be 1 or -1.</summary>
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public ModifyType Modify { set { modify = value; } get { return modify; } } [FSA("Modify")] [SerializeField] private ModifyType modify;
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/// <summary>This final delta value will be multiplied by this.</summary>
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public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f;
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/// <summary>The coordinate space of the output delta values.
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/// ZeroBased = Scrolling where 0 means no scroll.
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/// OneBased = ZeroBased + 1. Scrolling where 1 means no scroll. This is suitable for use with components where you multiply a value.</summary>
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public CoordinateType Coordinate { set { coordinate = value; } get { return coordinate; } } [FSA("Coordinate")] [SerializeField] private CoordinateType coordinate;
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/// <summary>Called when the mouse scrolls.
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/// Float = Scroll delta.</summary>
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public FloatEvent OnDelta { get { if (onDelta == null) onDelta = new FloatEvent(); return onDelta; } } [SerializeField] private FloatEvent onDelta;
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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requiredSelectable = GetComponentInParent<LeanSelectable>();
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}
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#endif
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protected virtual void Awake()
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{
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if (requiredSelectable == null)
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{
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requiredSelectable = GetComponentInParent<LeanSelectable>();
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}
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}
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protected virtual void Update()
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{
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if (requiredSelectable != null && requiredSelectable.IsSelected == false)
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{
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return;
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}
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if (requiredMouseButton >= 0 && LeanInput.GetMousePressed(requiredMouseButton) == false)
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{
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return;
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}
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var finalDelta = LeanInput.GetMouseWheelDelta();
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if (finalDelta == 0.0f)
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{
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return;
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}
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switch (modify)
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{
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case ModifyType.Sign:
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{
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finalDelta = Mathf.Sign(finalDelta);
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}
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break;
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}
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finalDelta *= multiplier;
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switch (coordinate)
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{
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case CoordinateType.OneBased:
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{
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finalDelta += 1.0f;
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}
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break;
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}
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if (onDelta != null)
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{
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onDelta.Invoke(finalDelta);
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Touch.Editor
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{
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using TARGET = LeanMouseWheel;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanMouseWheel_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("requiredSelectable", "Do nothing if this LeanSelectable isn't selected?");
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Draw("requiredMouseButton", "When using simulated fingers, should they be created from a specific mouse button?\n\n-1 = Ignore.\n\n0 = Left Mouse.\n\n1 = Right Mouse.\n\n2 = Middle Mouse.");
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Draw("modify", "Should the scroll delta be modified before use?\n\nSign = The swipe delta will either be 1 or -1.");
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Draw("multiplier", "This final delta value will be multiplied by this.");
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Draw("coordinate", "The coordinate space of the output delta values.\n\nZeroBased = Scrolling where 0 means no scroll.\n\nOneBased = ZeroBased + 1. Scrolling where 1 means no scroll. This is suitable for use with components where you multiply a value.");
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Separator();
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Draw("onDelta");
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}
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}
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}
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#endif
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