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

244 lines
8.4 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to get the change in position of all specified fingers.</summary>
[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<List<LeanFinger>> {}
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable] public class Vector3Vector3Event : UnityEvent<Vector3, Vector3> {}
/// <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>If the fingers didn't move, skip calling </summary>
public bool IgnoreIfStatic { set { ignoreIfStatic = value; } get { return ignoreIfStatic; } } [FSA("IgnoreIfStatic")] [SerializeField] private bool ignoreIfStatic;
/// <summary>This event is invoked when the requirements are met.
/// List<LeanFinger> = The fingers that are touching the screen.</summary>
public LeanFingerListEvent OnFingers { get { if (onFingers == null) onFingers = new LeanFingerListEvent(); return onFingers; } } [FSA("onSet")] [SerializeField] private LeanFingerListEvent onFingers;
/// <summary>The coordinate space of the OnDelta values.</summary>
public CoordinateType Coordinate { set { coordinate = value; } get { return coordinate; } } [FSA("Coordinate")] [SerializeField] private CoordinateType coordinate;
/// <summary>The delta values will be multiplied by this when output.</summary>
public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f;
/// <summary>This event is invoked when the requirements are met.
/// Vector2 = Position Delta based on your Delta setting.</summary>
public Vector2Event OnDelta { get { if (onDelta == null) onDelta = new Vector2Event(); return onDelta; } } [FSA("onDragDelta")] [SerializeField] private Vector2Event onDelta;
/// <summary>Called on the first frame the conditions are met.
/// Float = The distance/magnitude/length of the swipe delta vector.</summary>
public FloatEvent OnDistance { get { if (onDistance == null) onDistance = new FloatEvent(); return onDistance; } } [SerializeField] private FloatEvent onDistance;
/// <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>Called on the first frame the conditions are met.
/// Vector3 = Start point in world space.</summary>
public Vector3Event OnWorldFrom { get { if (onWorldFrom == null) onWorldFrom = new Vector3Event(); return onWorldFrom; } } [SerializeField] private Vector3Event onWorldFrom;
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = End point in world space.</summary>
public Vector3Event OnWorldTo { get { if (onWorldTo == null) onWorldTo = new Vector3Event(); return onWorldTo; } } [SerializeField] private Vector3Event onWorldTo;
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = The vector between the start and end points in world space.</summary>
public Vector3Event OnWorldDelta { get { if (onWorldDelta == null) onWorldDelta = new Vector3Event(); return onWorldDelta; } } [SerializeField] private Vector3Event onWorldDelta;
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = Start point in world space.
/// Vector3 = End point in world space.</summary>
public Vector3Vector3Event OnWorldFromTo { get { if (onWorldFromTo == null) onWorldFromTo = new Vector3Vector3Event(); return onWorldFromTo; } } [SerializeField] private Vector3Vector3Event onWorldFromTo;
/// <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 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