using UnityEngine; using UnityEngine.Events; using System.Collections.Generic; using Lean.Common; using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; namespace Lean.Touch { /// This component allows you to get the change in position of all specified fingers. [HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiUpdate")] [AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Update")] public class LeanMultiUpdate : MonoBehaviour { public enum CoordinateType { ScaledPixels, ScreenPixels, ScreenPercentage } [System.Serializable] public class LeanFingerListEvent : UnityEvent> {} [System.Serializable] public class FloatEvent : UnityEvent {} [System.Serializable] public class Vector2Event : UnityEvent {} [System.Serializable] public class Vector3Event : UnityEvent {} [System.Serializable] public class Vector3Vector3Event : UnityEvent {} /// The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information. public LeanFingerFilter Use = new LeanFingerFilter(true); /// If the fingers didn't move, skip calling public bool IgnoreIfStatic { set { ignoreIfStatic = value; } get { return ignoreIfStatic; } } [FSA("IgnoreIfStatic")] [SerializeField] private bool ignoreIfStatic; /// This event is invoked when the requirements are met. /// List = The fingers that are touching the screen. public LeanFingerListEvent OnFingers { get { if (onFingers == null) onFingers = new LeanFingerListEvent(); return onFingers; } } [FSA("onSet")] [SerializeField] private LeanFingerListEvent onFingers; /// The coordinate space of the OnDelta values. public CoordinateType Coordinate { set { coordinate = value; } get { return coordinate; } } [FSA("Coordinate")] [SerializeField] private CoordinateType coordinate; /// The delta values will be multiplied by this when output. public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f; /// This event is invoked when the requirements are met. /// Vector2 = Position Delta based on your Delta setting. public Vector2Event OnDelta { get { if (onDelta == null) onDelta = new Vector2Event(); return onDelta; } } [FSA("onDragDelta")] [SerializeField] private Vector2Event onDelta; /// Called on the first frame the conditions are met. /// Float = The distance/magnitude/length of the swipe delta vector. public FloatEvent OnDistance { get { if (onDistance == null) onDistance = new FloatEvent(); return onDistance; } } [SerializeField] private FloatEvent onDistance; /// The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information. public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept); /// Called on the first frame the conditions are met. /// Vector3 = Start point in world space. public Vector3Event OnWorldFrom { get { if (onWorldFrom == null) onWorldFrom = new Vector3Event(); return onWorldFrom; } } [SerializeField] private Vector3Event onWorldFrom; /// Called on the first frame the conditions are met. /// Vector3 = End point in world space. public Vector3Event OnWorldTo { get { if (onWorldTo == null) onWorldTo = new Vector3Event(); return onWorldTo; } } [SerializeField] private Vector3Event onWorldTo; /// Called on the first frame the conditions are met. /// Vector3 = The vector between the start and end points in world space. public Vector3Event OnWorldDelta { get { if (onWorldDelta == null) onWorldDelta = new Vector3Event(); return onWorldDelta; } } [SerializeField] private Vector3Event onWorldDelta; /// Called on the first frame the conditions are met. /// Vector3 = Start point in world space. /// Vector3 = End point in world space. public Vector3Vector3Event OnWorldFromTo { get { if (onWorldFromTo == null) onWorldFromTo = new Vector3Vector3Event(); return onWorldFromTo; } } [SerializeField] private Vector3Vector3Event onWorldFromTo; /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger. public void AddFinger(LeanFinger finger) { Use.AddFinger(finger); } /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger. public void RemoveFinger(LeanFinger finger) { Use.RemoveFinger(finger); } /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers. 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 an initial list of fingers var fingers = Use.UpdateAndGetFingers(); if (fingers.Count > 0) { // Get delta var screenFrom = LeanGesture.GetLastScreenCenter(fingers); var screenTo = LeanGesture.GetScreenCenter(fingers); var finalDelta = screenTo - screenFrom; if (ignoreIfStatic == true && finalDelta.sqrMagnitude <= 0.0f) { return; } if (onFingers != null) { onFingers.Invoke(fingers); } switch (coordinate) { case CoordinateType.ScaledPixels: finalDelta *= LeanTouch.ScalingFactor; break; case CoordinateType.ScreenPercentage: finalDelta *= LeanTouch.ScreenFactor; break; } finalDelta *= multiplier; if (onDelta != null) { onDelta.Invoke(finalDelta); } if (onDistance != null) { onDistance.Invoke(finalDelta.magnitude); } var worldFrom = ScreenDepth.Convert(screenFrom, gameObject); var worldTo = ScreenDepth.Convert(screenTo , gameObject); if (onWorldFrom != null) { onWorldFrom.Invoke(worldFrom); } if (onWorldTo != null) { onWorldTo.Invoke(worldTo); } if (onWorldDelta != null) { onWorldDelta.Invoke(worldTo - worldFrom); } if (onWorldFromTo != null) { onWorldFromTo.Invoke(worldFrom, worldTo); } } } } } #if UNITY_EDITOR namespace Lean.Touch.Editor { using TARGET = LeanMultiUpdate; [UnityEditor.CanEditMultipleObjects] [UnityEditor.CustomEditor(typeof(TARGET))] public class LeanMultiUpdate_Editor : LeanEditor { protected override void OnInspector() { TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); Draw("Use"); Draw("ignoreIfStatic", "If the finger didn't move, ignore it?"); Separator(); var usedA = Any(tgts, t => t.OnFingers.GetPersistentEventCount() > 0); var usedB = Any(tgts, t => t.OnDelta.GetPersistentEventCount() > 0); var usedC = Any(tgts, t => t.OnDistance.GetPersistentEventCount() > 0); var usedD = Any(tgts, t => t.OnWorldFrom.GetPersistentEventCount() > 0); var usedE = Any(tgts, t => t.OnWorldTo.GetPersistentEventCount() > 0); var usedF = Any(tgts, t => t.OnWorldDelta.GetPersistentEventCount() > 0); var usedG = Any(tgts, t => t.OnWorldFromTo.GetPersistentEventCount() > 0); var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); if (usedA == true || showUnusedEvents == true) { Draw("onFingers"); } if (usedB == true || usedC == true || showUnusedEvents == true) { Draw("coordinate", "The coordinate space of the OnDelta values."); Draw("multiplier", "The delta values will be multiplied by this when output."); } if (usedB == true || showUnusedEvents == true) { Draw("onDelta"); } if (usedC == true || showUnusedEvents == true) { Draw("onDistance"); } if (usedD == true || usedE == true || usedF == true || usedG == true || showUnusedEvents == true) { Draw("ScreenDepth"); } if (usedD == true || showUnusedEvents == true) { Draw("onWorldFrom"); } if (usedE == true || showUnusedEvents == true) { Draw("onWorldTo"); } if (usedF == true || showUnusedEvents == true) { Draw("onWorldDelta"); } if (usedG == true || showUnusedEvents == true) { Draw("onWorldFromTo"); } } } } #endif