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

141 lines
4.3 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Lean.Common;
namespace Lean.Touch
{
/// <summary>This component allows you to detect when a specific amount of fingers stop touching the screen.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiUp")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Up")]
public class LeanMultiUp : MonoBehaviour
{
[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
/// <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>This event will be called if the above conditions are met when your finger stops touching the screen.</summary>
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [SerializeField] private LeanFingerEvent onFinger;
/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
/// <summary>This event will be called if the above conditions are met when your finger stops touching the screen.
/// Vector3 = Finger position in world space.</summary>
public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
/// <summary>This event will be called if the above conditions are met when your finger stops touching the screen.
/// Vector2 = Finger position in screen space.</summary>
public Vector2Event OnScreen { get { if (onScreen == null) onScreen = new Vector2Event(); return onScreen; } } [SerializeField] private Vector2Event onScreen;
[System.NonSerialized]
private List<LeanFinger> fingers = new List<LeanFinger>();
/// <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();
foreach (var finger in fingers)
{
if (finger.Up == true)
{
if (onFinger != null)
{
onFinger.Invoke(finger);
}
if (onWorld != null)
{
var position = ScreenDepth.Convert(finger.StartScreenPosition, gameObject);
onWorld.Invoke(position);
}
if (onScreen != null)
{
onScreen.Invoke(finger.ScreenPosition);
}
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanMultiUp;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanMultiUp_Editor : LeanEditor
{
private bool showUnusedEvents;
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Separator();
var usedA = Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnScreen.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onScreen");
}
}
}
}
#endif