90 lines
2.9 KiB
C#
90 lines
2.9 KiB
C#
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 rotate the current GameObject around the specified axis using finger twists.</summary>
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[HelpURL(LeanTouch.HelpUrlPrefix + "LeanTwistRotateAxis")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Twist Rotate Axis")]
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public class LeanTwistRotateAxis : 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 axis of rotation.</summary>
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public Vector3 Axis { set { axis = value; } get { return axis; } } [FSA("Axis")] [SerializeField] private Vector3 axis = Vector3.down;
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/// <summary>Rotate locally or globally?</summary>
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public Space Space { set { space = value; } get { return space; } } [FSA("Sensitivity")] [SerializeField] private Space space = Space.Self;
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/// <summary>The sensitivity of the rotation.
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/// 1 = Default.
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/// 2 = Double.</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'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 the fingers we want to use
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var fingers = Use.UpdateAndGetFingers();
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// Calculate the rotation values based on these fingers
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var twistDegrees = LeanGesture.GetTwistDegrees(fingers) * sensitivity;
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// Perform rotation
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transform.Rotate(axis, twistDegrees, space);
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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 = LeanTwistRotateAxis;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanTwistRotateAxis_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("axis", "The axis of rotation.");
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Draw("space", "Rotate locally or globally?");
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Draw("sensitivity", "The sensitivity of the rotation.\n\n1 = Default.\n\n2 = Double.");
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}
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}
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}
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#endif |