232 lines
8.1 KiB
C#
232 lines
8.1 KiB
C#
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 perform a continuous action based on the current position of the fingers relative to where they started.
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/// This allows you to perform actions like an invisible joystick.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiPull")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Pull")]
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public class LeanMultiPull : MonoBehaviour
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{
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public enum CoordinateType
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{
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ScaledPixels,
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ScreenPixels,
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ScreenPercentage
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}
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[System.Serializable] public class FloatEvent : UnityEvent<float> {}
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[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
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[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
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[System.Serializable] public class Vector3Vector3Event : UnityEvent<Vector3, Vector3> {}
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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 coordinate space of the OnDelta values.</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>The delta values will be multiplied by this when output.</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>If you enable this then the delta values will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent actions.</summary>
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public bool ScaleByTime { set { scaleByTime = value; } get { return scaleByTime; } } [FSA("ScaleByTime")] [SerializeField] private bool scaleByTime = true;
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/// <summary>This event is invoked when the requirements are met.
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/// Vector2 = Position Delta based on your Delta setting.</summary>
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public Vector2Event OnVector { get { if (onVector == null) onVector = new Vector2Event(); return onVector; } } [SerializeField] private Vector2Event onVector;
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/// <summary>Called on the first frame the conditions are met.
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/// Float = The distance/magnitude/length of the swipe delta vector.</summary>
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public FloatEvent OnDistance { get { if (onDistance == null) onDistance = new FloatEvent(); return onDistance; } } [SerializeField] private FloatEvent onDistance;
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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>Called on the first frame the conditions are met.
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/// Vector3 = Start point in world space.</summary>
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public Vector3Event OnWorldFrom { get { if (onWorldFrom == null) onWorldFrom = new Vector3Event(); return onWorldFrom; } } [SerializeField] private Vector3Event onWorldFrom;
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/// <summary>Called on the first frame the conditions are met.
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/// Vector3 = End point in world space.</summary>
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public Vector3Event OnWorldTo { get { if (onWorldTo == null) onWorldTo = new Vector3Event(); return onWorldTo; } } [SerializeField] private Vector3Event onWorldTo;
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/// <summary>Called on the first frame the conditions are met.
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/// Vector3 = The vector between the start and end points in world space.</summary>
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public Vector3Event OnWorldDelta { get { if (onWorldDelta == null) onWorldDelta = new Vector3Event(); return onWorldDelta; } } [SerializeField] private Vector3Event onWorldDelta;
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/// <summary>Called on the first frame the conditions are met.
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/// Vector3 = Start point in world space.
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/// Vector3 = End point in world space.</summary>
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public Vector3Vector3Event OnWorldFromTo { get { if (onWorldFromTo == null) onWorldFromTo = new Vector3Vector3Event(); return onWorldFromTo; } } [SerializeField] private Vector3Vector3Event onWorldFromTo;
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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 Update()
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{
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// Get fingers
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var fingers = Use.UpdateAndGetFingers();
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if (fingers.Count > 0)
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{
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var screenFrom = LeanGesture.GetStartScreenCenter(fingers);
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var screenTo = LeanGesture.GetScreenCenter(fingers);
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var finalDelta = screenTo - screenFrom;
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var timeScale = 1.0f;
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if (scaleByTime == true)
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{
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timeScale = Time.deltaTime;
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}
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switch (coordinate)
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{
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case CoordinateType.ScaledPixels: finalDelta *= LeanTouch.ScalingFactor; break;
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case CoordinateType.ScreenPercentage: finalDelta *= LeanTouch.ScreenFactor; break;
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}
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finalDelta *= multiplier;
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if (onVector != null)
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{
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onVector.Invoke(finalDelta * timeScale);
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}
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if (onDistance != null)
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{
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onDistance.Invoke(finalDelta.magnitude * timeScale);
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}
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var worldFrom = ScreenDepth.Convert(screenFrom, gameObject);
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var worldTo = ScreenDepth.Convert(screenTo , gameObject);
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if (onWorldFrom != null)
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{
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onWorldFrom.Invoke(worldFrom);
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}
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if (onWorldTo != null)
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{
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onWorldTo.Invoke(worldTo);
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}
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if (onWorldDelta != null)
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{
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onWorldDelta.Invoke((worldTo - worldFrom) * timeScale);
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}
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if (onWorldFromTo != null)
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{
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onWorldFromTo.Invoke(worldFrom, worldTo);
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}
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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 = LeanMultiPull;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanMultiPull_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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Separator();
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var usedA = Any(tgts, t => t.OnVector.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnDistance.GetPersistentEventCount() > 0);
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var usedC = Any(tgts, t => t.OnWorldFrom.GetPersistentEventCount() > 0);
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var usedD = Any(tgts, t => t.OnWorldTo.GetPersistentEventCount() > 0);
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var usedE = Any(tgts, t => t.OnWorldDelta.GetPersistentEventCount() > 0);
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var usedF = Any(tgts, t => t.OnWorldFromTo.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || usedB == true || showUnusedEvents == true)
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{
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Draw("coordinate", "The coordinate space of the OnDelta values.");
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Draw("multiplier", "The delta values will be multiplied by this when output.");
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}
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if (usedA == true || usedB == true || usedE == true || showUnusedEvents == true)
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{
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Draw("scaleByTime", "If you enable this then the delta values will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent actions.");
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}
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onVector");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onDistance");
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}
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if (usedC == true || usedD == true || usedE == true || usedF == true || showUnusedEvents == true)
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{
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Draw("ScreenDepth");
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}
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if (usedC == true || showUnusedEvents == true)
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{
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Draw("onWorldFrom");
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}
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if (usedD == true || showUnusedEvents == true)
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{
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Draw("onWorldTo");
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}
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if (usedE == true || showUnusedEvents == true)
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{
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Draw("onWorldDelta");
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}
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if (usedF == true || showUnusedEvents == true)
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{
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Draw("onWorldFromTo");
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}
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}
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}
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}
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#endif |