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

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This shows you how to record a finger's movement data that can later be replayed.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanReplayFinger")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Replay Finger")]
public class LeanReplayFinger : MonoBehaviour
{
/// <summary>The cursor used to show the recording.</summary>
public Transform Cursor { set { cursor = value; } get { return cursor; } } [FSA("Cursor")] [SerializeField] private Transform cursor;
/// <summary>The conversion method used to find a world point from a screen point.</summary>
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.FixedDistance, Physics.DefaultRaycastLayers, 10.0f);
/// <summary>Is the recording playing?</summary>
public bool Playing { set { playing = value; } get { return playing; } } [FSA("Playing")] [SerializeField] private bool playing;
/// <summary>The position of the playback in seconds.</summary>
public float PlayTime { set { playTime = value; } get { return playTime; } } [FSA("PlayTime")] [SerializeField] private float playTime;
// Currently recorded snapshots
private List<LeanSnapshot> snapshots = new List<LeanSnapshot>();
public void Replay()
{
playing = true;
playTime = 0.0f;
}
public void StopReplay()
{
playing = false;
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerUpdate += HandleFingerUpdate;
LeanTouch.OnFingerUp += HandleFingerUp;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerUpdate -= HandleFingerUpdate;
LeanTouch.OnFingerUp -= HandleFingerUp;
}
protected virtual void Update()
{
// Is the recording being played back?
if (playing == true)
{
playTime += Time.deltaTime;
var screenPosition = default(Vector2);
if (LeanSnapshot.TryGetScreenPosition(snapshots, playTime, ref screenPosition) == true)
{
cursor.position = ScreenDepth.Convert(screenPosition, gameObject);
}
}
}
private void HandleFingerUpdate(LeanFinger finger)
{
if (finger.StartedOverGui == false && finger.Index != LeanTouch.HOVER_FINGER_INDEX)
{
playing = false;
if (cursor != null)
{
cursor.position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
}
}
}
private void HandleFingerUp(LeanFinger finger)
{
if (finger.StartedOverGui == false)
{
CopySnapshots(finger);
}
}
private void CopySnapshots(LeanFinger finger)
{
// Clear old snapshots
snapshots.Clear();
// Go through all new snapshots
for (var i = 0; i < finger.Snapshots.Count; i++)
{
// Copy data into new snapshot
var snapshotSrc = finger.Snapshots[i];
var snapshotCpy = new LeanSnapshot();
snapshotCpy.Age = snapshotSrc.Age;
snapshotCpy.ScreenPosition = snapshotSrc.ScreenPosition;
// Add new snapshot to list
snapshots.Add(snapshotCpy);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanReplayFinger;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanReplayFinger_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("cursor", "The cursor used to show the recording.");
Draw("ScreenDepth");
Draw("playing", "Is the recording playing?");
Draw("playTime", "The position of the playback in seconds.");
}
}
}
#endif