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

160 lines
5.3 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to detect when a finger swipes from the edge of the screen.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanSwipeEdge")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Swipe Edge")]
public class LeanSwipeEdge : MonoBehaviour
{
/// <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>Detect swipes coming from the left edge?</summary>
public bool Left { set { left = value; } get { return left; } } [FSA("Left")] [SerializeField] private bool left = true;
/// <summary>Detect swipes coming from the right edge?</summary>
public bool Right { set { right = value; } get { return right; } } [FSA("Right")] [SerializeField] private bool right = true;
/// <summary>Detect swipes coming from the bottom edge?</summary>
public bool Bottom { set { bottom = value; } get { return bottom; } } [FSA("Bottom")] [SerializeField] private bool bottom = true;
/// <summary>Detect swipes coming from the top edge?</summary>
public bool Top { set { top = value; } get { return top; } } [FSA("Top")] [SerializeField] private bool top = true;
/// <summary>If the swipe angle is off by this many degrees, it will be ignored.
/// 0 = Must be exactly parallel.</summary>
public float AngleThreshold { set { angleThreshold = value; } get { return angleThreshold; } } [FSA("AngleThreshold")] [SerializeField] [Range(1.0f, 90.0f)] private float angleThreshold = 10.0f;
/// <summary>The swipe must begin within this many scaled pixels of the edge of the screen.</summary>
public float EdgeThreshold { set { edgeThreshold = value; } get { return edgeThreshold; } } [FSA("EdgeThreshold")] [SerializeField] private float edgeThreshold = 10.0f;
public UnityEvent OnEdge { get { if (onEdge == null) onEdge = new UnityEvent(); return onEdge; } } [SerializeField] private UnityEvent onEdge;
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually check for a swipe.</summary>
public void CheckBetween(Vector2 from, Vector2 to)
{
var rect = new Rect(0, 0, Screen.width, Screen.height);
var vector = (to - from).normalized;
if (left == true && CheckAngle(vector, Vector2.right) == true && CheckEdge(from.x - rect.xMin) == true)
{
InvokeEdge(); return;
}
else if (right == true && CheckAngle(vector, -Vector2.right) == true && CheckEdge(from.x - rect.xMax) == true)
{
InvokeEdge(); return;
}
else if (bottom == true && CheckAngle(vector, Vector2.up) == true && CheckEdge(from.y - rect.yMin) == true)
{
InvokeEdge(); return;
}
else if (top == true && CheckAngle(vector, -Vector2.up) == true && CheckEdge(from.y - rect.yMax) == true)
{
InvokeEdge(); return;
}
}
/// <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 the fingers we want to use
var fingers = Use.UpdateAndGetFingers();
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (finger.Swipe == true)
{
CheckBetween(finger.StartScreenPosition, finger.ScreenPosition);
}
}
}
private void InvokeEdge()
{
if (onEdge != null)
{
onEdge.Invoke();
}
}
private bool CheckAngle(Vector2 a, Vector2 b)
{
return Vector2.Angle(a, b) <= angleThreshold;
}
private bool CheckEdge(float distance)
{
return Mathf.Abs(distance * LeanTouch.ScalingFactor) < edgeThreshold;
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanSwipeEdge;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanSwipeEdge_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Separator();
Draw("left", "Detect swipes coming from the left edge?");
Draw("right", "Detect swipes coming from the right edge?");
Draw("bottom", "Detect swipes coming from the bottom edge?");
Draw("top", "Detect swipes coming from the top edge?");
Separator();
Draw("angleThreshold", "If the swipe angle is off by this many degrees, it will be ignored.\n\n0 = Must be exactly parallel.");
Draw("edgeThreshold", "The swipe must begin within this many scaled pixels of the edge of the screen.");
Separator();
Draw("onEdge");
}
}
}
#endif