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

164 lines
5.0 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component fires events when the selectable has been selected for a certain amount of time.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanSelectableSelected")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Selectable Selected")]
public class LeanSelectableSelected : LeanSelectableBehaviour
{
public enum ResetType
{
None,
OnSelect,
OnDeselect
}
// Event signature
[System.Serializable] public class SelectableEvent : UnityEvent<LeanSelectable> {}
/// <summary>The finger must be held for this many seconds.</summary>
public float Threshold { set { threshold = value; } get { return threshold; } } [FSA("Threshold")] [SerializeField] private float threshold = 1.0f;
/// <summary>When should Seconds be reset to 0?</summary>
public ResetType Reset { set { reset = value; } get { return reset; } } [FSA("Reset")] [SerializeField] private ResetType reset = ResetType.OnDeselect;
/// <summary>Bypass LeanSelectable.HideWithFinger?</summary>
public bool RawSelection { set { rawSelection = value; } get { return rawSelection; } } [FSA("RawSelection")] [SerializeField] private bool rawSelection;
/// <summary>If the selecting finger went up, cancel timer?</summary>
public bool RequireFinger { set { requireFinger = value; } get { return requireFinger; } } [FSA("RequireFinger")] [SerializeField] private bool requireFinger;
/// <summary>Called on the first frame the conditions are met.</summary>
public SelectableEvent OnSelectableDown { get { if (onSelectableDown == null) onSelectableDown = new SelectableEvent(); return onSelectableDown; } } [FSA("onDown")] [FSA("OnDown")] [SerializeField] private SelectableEvent onSelectableDown;
/// <summary>Called on every frame the conditions are met.</summary>
public SelectableEvent OnSelectableUpdate { get { if (onSelectableUpdate == null) onSelectableUpdate = new SelectableEvent(); return onSelectableUpdate; } } [FSA("onSelectableSet")] [FSA("onSet")] [FSA("OnSet")] [SerializeField] private SelectableEvent onSelectableUpdate;
/// <summary>Called on the last frame the conditions are met.</summary>
public SelectableEvent OnSelectableUp { get { if (onSelectableUp == null) onSelectableUp = new SelectableEvent(); return onSelectableUp; } } [FSA("onUp")] [FSA("OnUp")] [SerializeField] private SelectableEvent onSelectableUp;
[SerializeField]
private bool lastSet;
[SerializeField]
private float seconds;
protected virtual void Update()
{
// See if the timer can be incremented
var set = false;
if (Selectable != null && Selectable.IsSelected == true)
{
var selectableByFinger = Selectable as LeanSelectableByFinger;
if (requireFinger == false || (selectableByFinger != null && selectableByFinger.SelectingFinger != null))
{
seconds += Time.deltaTime;
if (seconds >= threshold)
{
set = true;
}
}
}
// If this is the first frame of set, call down
if (set == true && lastSet == false)
{
if (onSelectableDown != null)
{
onSelectableDown.Invoke(Selectable);
}
}
// Call set every time if set
if (set == true)
{
if (onSelectableUpdate != null)
{
onSelectableUpdate.Invoke(Selectable);
}
}
// Store last value
lastSet = set;
}
protected override void OnSelected()
{
if (reset == ResetType.OnSelect)
{
seconds = 0.0f;
}
// Reset value
lastSet = false;
}
protected override void OnDeselected()
{
if (reset == ResetType.OnDeselect)
{
seconds = 0.0f;
}
if (lastSet == true)
{
if (onSelectableUp != null)
{
onSelectableUp.Invoke(Selectable);
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanSelectableSelected;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanSelectableSelected_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("threshold", "The finger must be held for this many seconds.");
Draw("reset", "When should Seconds be reset to 0?");
Draw("rawSelection", "Bypass LeanSelectable.HideWithFinger?");
Draw("requireFinger", "If the selecting finger went up, cancel timer?");
Separator();
var usedA = Any(tgts, t => t.OnSelectableDown.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnSelectableUpdate.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnSelectableUp.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onSelectableDown");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onSelectableUpdate");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onSelectableUp");
}
}
}
}
#endif