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

204 lines
5.5 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This script calculates the multi-tap event.
/// A multi-tap is where you press and release at least one finger at the same time.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiTap")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Tap")]
public class LeanMultiTap : MonoBehaviour
{
[System.Serializable] public class IntEvent : UnityEvent<int> {}
[System.Serializable] public class IntIntEvent : UnityEvent<int, int> {}
/// <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>Called when a multi-tap occurs.</summary>
public UnityEvent OnTap { get { if (onTap == null) onTap = new UnityEvent(); return onTap; } } [SerializeField] private UnityEvent onTap;
/// <summary>Called when a multi-tap occurs.
/// Int = The amount of times you've multi-tapped.</summary>
public IntEvent OnCount { get { if (onCount == null) onCount = new IntEvent(); return onCount; } } [SerializeField] private IntEvent onCount;
/// <summary>Called when a multi-tap occurs.
/// Int = The maximum amount of fingers involved in this multi-tap.</summary>
public IntEvent OnHighest { get { if (onHighest == null) onHighest = new IntEvent(); return onHighest; } } [SerializeField] private IntEvent onHighest;
/// <summary>Called when a multi-tap occurs.
/// Int = The amount of times you've multi-tapped.
/// Int = The maximum amount of fingers involved in this multi-tap.</summary>
public IntIntEvent OnCountHighest { get { if (onCountHighest == null) onCountHighest = new IntIntEvent(); return onCountHighest; } } [FSA("OnTap")] [SerializeField] private IntIntEvent onCountHighest;
// Seconds at least one finger has been held down
private float age;
// Previous fingerCount
private int lastFingerCount;
/// <summary>This is set to the current multi-tap count.</summary>
private int multiTapCount;
/// <summary>Highest number of fingers held down during this multi-tap.</summary>
private int highestFingerCount;
/// <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 and calculate how many are still touching the screen
var fingers = Use.UpdateAndGetFingers();
var fingerCount = GetFingerCount(fingers);
// At least one finger set?
if (fingerCount > 0)
{
// Did this just begin?
if (lastFingerCount == 0)
{
age = 0.0f;
highestFingerCount = fingerCount;
}
else if (fingerCount > highestFingerCount)
{
highestFingerCount = fingerCount;
}
}
age += Time.unscaledDeltaTime;
// Is a multi-tap still eligible?
if (age <= LeanTouch.CurrentTapThreshold)
{
// All fingers released?
if (fingerCount == 0 && lastFingerCount > 0)
{
multiTapCount += 1;
if (onTap != null)
{
onTap.Invoke();
}
if (onCount != null)
{
onCount.Invoke(multiTapCount);
}
if (onHighest != null)
{
onHighest.Invoke(highestFingerCount);
}
if (onCountHighest != null)
{
onCountHighest.Invoke(multiTapCount, highestFingerCount);
}
}
}
// Reset
else
{
multiTapCount = 0;
highestFingerCount = 0;
}
lastFingerCount = fingerCount;
}
private int GetFingerCount(List<LeanFinger> fingers)
{
var count = 0;
for (var i = fingers.Count - 1; i >= 0; i--)
{
if (fingers[i].Up == false)
{
count += 1;
}
}
return count;
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanMultiTap;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanMultiTap_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Separator();
var usedA = Any(tgts, t => t.OnTap.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnCount.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnHighest.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnCountHighest.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onTap");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onCount");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onHighest");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onCountHighest");
}
}
}
}
#endif