155 lines
5.5 KiB
C#
155 lines
5.5 KiB
C#
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using UnityEngine;
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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 move the current GameObject (e.g. Camera) based on finger drags and the specified ScreenDepth.</summary>
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[HelpURL(LeanTouch.HelpUrlPrefix + "LeanDragCamera")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drag Camera")]
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public class LeanDragCamera : MonoBehaviour
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{
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/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
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public LeanFingerFilter Use = new LeanFingerFilter(true);
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/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
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public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
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/// <summary>The movement speed will be multiplied by this.
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/// -1 = Inverted Controls.</summary>
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public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [FSA("Sensitivity")] [SerializeField] private float sensitivity = 1.0f;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f;
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/// <summary>This allows you to control how much momentum is retained when the dragging fingers are all released.
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/// NOTE: This requires <b>Damping</b> to be above 0.</summary>
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public float Inertia { set { inertia = value; } get { return inertia; } } [FSA("Inertia")] [SerializeField] [Range(0.0f, 1.0f)] private float inertia;
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[SerializeField]
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private Vector3 remainingDelta;
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/// <summary>This method moves the current GameObject to the center point of all selected objects.</summary>
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[ContextMenu("Move To Selection")]
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public virtual void MoveToSelection()
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{
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var center = default(Vector3);
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var count = 0;
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foreach (var selectable in LeanSelectable.Instances)
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{
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if (selectable.IsSelected == true)
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{
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center += selectable.transform.position;
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count += 1;
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}
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}
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if (count > 0)
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{
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var oldPosition = transform.localPosition;
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transform.position = center / count;
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remainingDelta += transform.localPosition - oldPosition;
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transform.localPosition = oldPosition;
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}
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
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public void AddFinger(LeanFinger finger)
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{
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Use.AddFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
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public void RemoveFinger(LeanFinger finger)
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{
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Use.RemoveFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
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public void RemoveAllFingers()
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{
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Use.RemoveAllFingers();
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}
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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Use.UpdateRequiredSelectable(gameObject);
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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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Use.UpdateRequiredSelectable(gameObject);
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}
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protected virtual void LateUpdate()
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{
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// Get the fingers we want to use
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var fingers = Use.UpdateAndGetFingers();
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// Get the last and current screen point of all fingers
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var lastScreenPoint = LeanGesture.GetLastScreenCenter(fingers);
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var screenPoint = LeanGesture.GetScreenCenter(fingers);
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// Get the world delta of them after conversion
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var worldDelta = ScreenDepth.ConvertDelta(lastScreenPoint, screenPoint, gameObject);
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// Store the current position
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var oldPosition = transform.localPosition;
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// Pan the camera based on the world delta
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transform.position -= worldDelta * sensitivity;
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// Add to remainingDelta
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remainingDelta += transform.localPosition - oldPosition;
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// Get t value
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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// Dampen remainingDelta
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var newRemainingDelta = Vector3.Lerp(remainingDelta, Vector3.zero, factor);
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// Shift this position by the change in delta
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transform.localPosition = oldPosition + remainingDelta - newRemainingDelta;
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if (fingers.Count == 0 && inertia > 0.0f && damping > 0.0f)
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{
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newRemainingDelta = Vector3.Lerp(newRemainingDelta, remainingDelta, inertia);
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}
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// Update remainingDelta with the dampened value
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remainingDelta = newRemainingDelta;
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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 = LeanDragCamera;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanDragCamera_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("Use");
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Draw("ScreenDepth");
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Draw("sensitivity", "The movement speed will be multiplied by this.\n\n-1 = Inverted Controls.");
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Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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Draw("inertia", "This allows you to control how much momentum is retained when the dragging fingers are all released.\n\nNOTE: This requires <b>Damping</b> to be above 0.");
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}
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}
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}
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#endif
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