hellbound/Assets/Sources/Feel/MMTools/Tools/MMControls/MMTouchButton.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to a GUI Image to have it act as a button.
/// Bind pressed down, pressed continually and released actions to it from the inspector
/// Handles mouse and multi touch
/// </summary>
[RequireComponent(typeof(Rect))]
[RequireComponent(typeof(CanvasGroup))]
[AddComponentMenu("More Mountains/Tools/Controls/MMTouchButton")]
public class MMTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, ISubmitHandler
{
/// The different possible states for the button :
/// Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen)
/// ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing
public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp, Disabled }
[Header("Binding")]
/// The method(s) to call when the button gets pressed down
public UnityEvent ButtonPressedFirstTime;
/// The method(s) to call when the button gets released
public UnityEvent ButtonReleased;
/// The method(s) to call while the button is being pressed
public UnityEvent ButtonPressed;
[Header("Sprite Swap")]
[MMInformation("Here you can define, for disabled and pressed states, if you want a different sprite, and a different color.", MMInformationAttribute.InformationType.Info,false)]
public Sprite DisabledSprite;
public bool DisabledChangeColor = false;
public Color DisabledColor = Color.white;
public Sprite PressedSprite;
public bool PressedChangeColor = false;
public Color PressedColor= Color.white;
public Sprite HighlightedSprite;
public bool HighlightedChangeColor = false;
public Color HighlightedColor = Color.white;
[Header("Opacity")]
[MMInformation("Here you can set different opacities for the button when it's pressed, idle, or disabled. Useful for visual feedback.",MMInformationAttribute.InformationType.Info,false)]
/// the new opacity to apply to the canvas group when the button is pressed
public float PressedOpacity = 1f;
public float IdleOpacity = 1f;
public float DisabledOpacity = 1f;
[Header("Delays")]
[MMInformation("Specify here the delays to apply when the button is pressed initially, and when it gets released. Usually you'll keep them at 0.",MMInformationAttribute.InformationType.Info,false)]
public float PressedFirstTimeDelay = 0f;
public float ReleasedDelay = 0f;
[Header("Buffer")]
public float BufferDuration = 0f;
[Header("Animation")]
[MMInformation("Here you can bind an animator, and specify animation parameter names for the various states.",MMInformationAttribute.InformationType.Info,false)]
public Animator Animator;
public string IdleAnimationParameterName = "Idle";
public string DisabledAnimationParameterName = "Disabled";
public string PressedAnimationParameterName = "Pressed";
[Header("Mouse Mode")]
[MMInformation("If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better to leave it unchecked if you're going for touch input).", MMInformationAttribute.InformationType.Info,false)]
/// If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input).
public bool MouseMode = false;
public bool ReturnToInitialSpriteAutomatically { get; set; }
/// the current state of the button (off, down, pressed or up)
public ButtonStates CurrentState { get; protected set; }
protected bool _zonePressed = false;
protected CanvasGroup _canvasGroup;
protected float _initialOpacity;
protected Animator _animator;
protected Image _image;
protected Sprite _initialSprite;
protected Color _initialColor;
protected float _lastClickTimestamp = 0f;
protected Selectable _selectable;
/// <summary>
/// On Start, we get our canvasgroup and set our initial alpha
/// </summary>
protected virtual void Awake()
{
Initialization ();
}
protected virtual void Initialization()
{
ReturnToInitialSpriteAutomatically = true;
_selectable = GetComponent<Selectable> ();
_image = GetComponent<Image> ();
if (_image != null)
{
_initialColor = _image.color;
_initialSprite = _image.sprite;
}
_animator = GetComponent<Animator> ();
if (Animator != null)
{
_animator = Animator;
}
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup!=null)
{
_initialOpacity = IdleOpacity;
_canvasGroup.alpha = _initialOpacity;
_initialOpacity = _canvasGroup.alpha;
}
ResetButton();
}
/// <summary>
/// Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press
/// </summary>
protected virtual void Update()
{
switch (CurrentState)
{
case ButtonStates.Off:
SetOpacity (IdleOpacity);
if ((_image != null) && (ReturnToInitialSpriteAutomatically))
{
_image.color = _initialColor;
_image.sprite = _initialSprite;
}
if (_selectable != null)
{
_selectable.interactable = true;
if (EventSystem.current.currentSelectedGameObject == this.gameObject)
{
if ((_image != null) && HighlightedChangeColor)
{
_image.color = HighlightedColor;
}
if (HighlightedSprite != null)
{
_image.sprite = HighlightedSprite;
}
}
}
break;
case ButtonStates.Disabled:
SetOpacity (DisabledOpacity);
if (_image != null)
{
if (DisabledSprite != null)
{
_image.sprite = DisabledSprite;
}
if (DisabledChangeColor)
{
_image.color = DisabledColor;
}
}
if (_selectable != null)
{
_selectable.interactable = false;
}
break;
case ButtonStates.ButtonDown:
break;
case ButtonStates.ButtonPressed:
SetOpacity (PressedOpacity);
OnPointerPressed();
if (_image != null)
{
if (PressedSprite != null)
{
_image.sprite = PressedSprite;
}
if (PressedChangeColor)
{
_image.color = PressedColor;
}
}
break;
case ButtonStates.ButtonUp:
break;
}
UpdateAnimatorStates ();
}
/// <summary>
/// At the end of every frame, we change our button's state if needed
/// </summary>
protected virtual void LateUpdate()
{
if (CurrentState == ButtonStates.ButtonUp)
{
CurrentState = ButtonStates.Off;
}
if (CurrentState == ButtonStates.ButtonDown)
{
CurrentState = ButtonStates.ButtonPressed;
}
}
public event System.Action<PointerEventData.FramePressState, PointerEventData> ButtonStateChange;
/// <summary>
/// Triggers the bound pointer down action
/// </summary>
public virtual void OnPointerDown(PointerEventData data)
{
if (Time.time - _lastClickTimestamp < BufferDuration)
{
return;
}
if (CurrentState != ButtonStates.Off)
{
return;
}
CurrentState = ButtonStates.ButtonDown;
_lastClickTimestamp = Time.time;
ButtonStateChange?.Invoke(PointerEventData.FramePressState.Pressed, data);
if ((Time.timeScale != 0) && (PressedFirstTimeDelay > 0))
{
Invoke ("InvokePressedFirstTime", PressedFirstTimeDelay);
}
else
{
ButtonPressedFirstTime.Invoke();
}
}
protected virtual void InvokePressedFirstTime()
{
if (ButtonPressedFirstTime!=null)
{
ButtonPressedFirstTime.Invoke();
}
}
/// <summary>
/// Triggers the bound pointer up action
/// </summary>
public virtual void OnPointerUp(PointerEventData data)
{
if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown)
{
return;
}
CurrentState = ButtonStates.ButtonUp;
ButtonStateChange?.Invoke(PointerEventData.FramePressState.Released, data);
if ((Time.timeScale != 0) && (ReleasedDelay > 0))
{
Invoke ("InvokeReleased", ReleasedDelay);
}
else
{
ButtonReleased.Invoke();
}
}
protected virtual void InvokeReleased()
{
if (ButtonReleased != null)
{
ButtonReleased.Invoke();
}
}
/// <summary>
/// Triggers the bound pointer pressed action
/// </summary>
public virtual void OnPointerPressed()
{
CurrentState = ButtonStates.ButtonPressed;
if (ButtonPressed != null)
{
ButtonPressed.Invoke();
}
}
/// <summary>
/// Resets the button's state and opacity
/// </summary>
protected virtual void ResetButton()
{
SetOpacity(_initialOpacity);
CurrentState = ButtonStates.Off;
}
/// <summary>
/// Triggers the bound pointer enter action when touch enters zone
/// </summary>
public virtual void OnPointerEnter(PointerEventData data)
{
if (!MouseMode)
{
OnPointerDown (data);
}
}
/// <summary>
/// Triggers the bound pointer exit action when touch is out of zone
/// </summary>
public virtual void OnPointerExit(PointerEventData data)
{
if (!MouseMode)
{
OnPointerUp(data);
}
}
/// <summary>
/// OnEnable, we reset our button state
/// </summary>
protected virtual void OnEnable()
{
ResetButton();
}
private void OnDisable()
{
bool wasActive = CurrentState != ButtonStates.Off && CurrentState != ButtonStates.Disabled;
DisableButton();
CurrentState = ButtonStates.Off; // cause it's what is tested to StopInput (for weapon by example)
if (wasActive)
{
ButtonStateChange?.Invoke(PointerEventData.FramePressState.Released, null);
ButtonReleased?.Invoke();
}
}
public virtual void DisableButton()
{
CurrentState = ButtonStates.Disabled;
}
public virtual void EnableButton()
{
if (CurrentState == ButtonStates.Disabled)
{
CurrentState = ButtonStates.Off;
}
}
protected virtual void SetOpacity(float newOpacity)
{
if (_canvasGroup!=null)
{
_canvasGroup.alpha = newOpacity;
}
}
protected virtual void UpdateAnimatorStates ()
{
if (_animator == null)
{
return;
}
if (DisabledAnimationParameterName != null)
{
_animator.SetBool (DisabledAnimationParameterName, (CurrentState == ButtonStates.Disabled));
}
if (PressedAnimationParameterName != null)
{
_animator.SetBool (PressedAnimationParameterName, (CurrentState == ButtonStates.ButtonPressed));
}
if (IdleAnimationParameterName != null)
{
_animator.SetBool (IdleAnimationParameterName, (CurrentState == ButtonStates.Off));
}
}
public virtual void OnSubmit(BaseEventData eventData)
{
if (ButtonPressedFirstTime!=null)
{
ButtonPressedFirstTime.Invoke();
}
if (ButtonReleased!=null)
{
ButtonReleased.Invoke ();
}
}
}
}