135 lines
4.4 KiB
C#
135 lines
4.4 KiB
C#
|
using UnityEngine;
|
||
|
using UnityEngine.Events;
|
||
|
using Lean.Common;
|
||
|
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
|
||
|
|
||
|
namespace Lean.Touch
|
||
|
{
|
||
|
/// <summary>This component allows you to get the pinch of all fingers.</summary>
|
||
|
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiDirection")]
|
||
|
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Direction")]
|
||
|
public class LeanMultiDirection : MonoBehaviour
|
||
|
{
|
||
|
public enum CoordinateType
|
||
|
{
|
||
|
ScaledPixels,
|
||
|
ScreenPixels,
|
||
|
ScreenPercentage
|
||
|
}
|
||
|
|
||
|
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
|
||
|
|
||
|
/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
|
||
|
public LeanFingerFilter Use = new LeanFingerFilter(true);
|
||
|
|
||
|
/// <summary>If there is no movement, ignore it?</summary>
|
||
|
public bool IgnoreIfStatic { set { ignoreIfStatic = value; } get { return ignoreIfStatic; } } [FSA("IgnoreIfStatic")] [SerializeField] private bool ignoreIfStatic;
|
||
|
|
||
|
/// <summary>The angle we want to detect movement along.
|
||
|
/// 0 = Up.
|
||
|
/// 90 = Right.
|
||
|
/// 180 = Down.
|
||
|
/// 270 = Left.</summary>
|
||
|
public float Angle { set { angle = value; } get { return angle; } } [FSA("Angle")] [SerializeField] private float angle;
|
||
|
|
||
|
/// <summary>Set delta to 0 if it goes negative?</summary>
|
||
|
public bool OneWay { set { oneWay = value; } get { return oneWay; } } [FSA("OneWay")] [SerializeField] private bool oneWay;
|
||
|
|
||
|
/// <summary>The coordinate space of the <b>OnDelta</b> values.</summary>
|
||
|
public CoordinateType Coordinate { set { coordinate = value; } get { return coordinate; } } [FSA("Coordinate")] [SerializeField] private CoordinateType coordinate;
|
||
|
|
||
|
/// <summary>The swipe delta will be multiplied by this value.</summary>
|
||
|
public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f;
|
||
|
|
||
|
/// <summary>This event is invoked when the requirements are met.
|
||
|
/// Float = Position Delta based on your Coordinate setting.</summary>
|
||
|
public FloatEvent OnDelta { get { if (onDelta == null) onDelta = new FloatEvent(); return onDelta; } } [SerializeField] private FloatEvent onDelta;
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
|
||
|
public void AddFinger(LeanFinger finger)
|
||
|
{
|
||
|
Use.AddFinger(finger);
|
||
|
}
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
|
||
|
public void RemoveFinger(LeanFinger finger)
|
||
|
{
|
||
|
Use.RemoveFinger(finger);
|
||
|
}
|
||
|
|
||
|
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
|
||
|
public void RemoveAllFingers()
|
||
|
{
|
||
|
Use.RemoveAllFingers();
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
protected virtual void Reset()
|
||
|
{
|
||
|
Use.UpdateRequiredSelectable(gameObject);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
protected virtual void Awake()
|
||
|
{
|
||
|
Use.UpdateRequiredSelectable(gameObject);
|
||
|
}
|
||
|
|
||
|
protected virtual void Update()
|
||
|
{
|
||
|
// Get fingers
|
||
|
var fingers = Use.UpdateAndGetFingers();
|
||
|
|
||
|
if (fingers.Count > 0 && onDelta != null)
|
||
|
{
|
||
|
var finalDelta = (Quaternion.Euler(0.0f, 0.0f, angle) * LeanGesture.GetScreenDelta(fingers)).y;
|
||
|
|
||
|
switch (coordinate)
|
||
|
{
|
||
|
case CoordinateType.ScaledPixels: finalDelta *= LeanTouch.ScalingFactor; break;
|
||
|
case CoordinateType.ScreenPercentage: finalDelta *= LeanTouch.ScreenFactor; break;
|
||
|
}
|
||
|
|
||
|
if (oneWay == true && finalDelta < 0.0f)
|
||
|
{
|
||
|
finalDelta = 0.0f;
|
||
|
}
|
||
|
|
||
|
finalDelta *= multiplier;
|
||
|
|
||
|
onDelta.Invoke(finalDelta);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
namespace Lean.Touch.Editor
|
||
|
{
|
||
|
using TARGET = LeanMultiDirection;
|
||
|
|
||
|
[UnityEditor.CanEditMultipleObjects]
|
||
|
[UnityEditor.CustomEditor(typeof(TARGET))]
|
||
|
public class LeanMultiDirection_Editor : LeanEditor
|
||
|
{
|
||
|
protected override void OnInspector()
|
||
|
{
|
||
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
||
|
|
||
|
Draw("Use");
|
||
|
Draw("ignoreIfStatic", "If there is no pinching, ignore it?");
|
||
|
Draw("angle", "The angle we want to detect movement along.\n\n0 = Up.\n90 = Right.\n180 = Down.\n270 = Left.");
|
||
|
Draw("oneWay", "Set delta to 0 if it goes negative?");
|
||
|
|
||
|
Separator();
|
||
|
|
||
|
Draw("coordinate", "The coordinate space of the OnDelta values.");
|
||
|
Draw("multiplier", "The delta will be multiplied by this value.");
|
||
|
|
||
|
Separator();
|
||
|
|
||
|
Draw("onDelta");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|