hellbound/Assets/Sources/Lean/Touch+/Scripts/LeanGestureToggle.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component will enable/disable the target pinch and twist components based on total pinch and twist gestures, like mobile map applications.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanGestureToggle")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Gesture Toggle")]
public class LeanGestureToggle : MonoBehaviour
{
public enum StateType
{
None,
Drag,
Pinch,
Twist
}
/// <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>If one specific gesture hasn't been isolated yet, keep them all enabled?</summary>
public bool EnableWithoutIsolation { set { enableWithoutIsolation = value; } get { return enableWithoutIsolation; } } [FSA("EnableWithoutIsolation")] [SerializeField] private bool enableWithoutIsolation;
/// <summary>The component that will be enabled/disabled when dragging.</summary>
public MonoBehaviour DragComponent { set { dragComponent = value; } get { return dragComponent; } } [FSA("DragComponent")] [SerializeField] private MonoBehaviour dragComponent;
/// <summary>The amount of drag required to enable dragging mode.</summary>
public float DragThreshold { set { dragThreshold = value; } get { return dragThreshold; } } [FSA("DragThreshold")] [SerializeField] private float dragThreshold = 50.0f;
/// <summary>The component that will be enabled/disabled when pinching.</summary>
public MonoBehaviour PinchComponent { set { pinchComponent = value; } get { return pinchComponent; } } [FSA("PinchComponent")] [SerializeField] private MonoBehaviour pinchComponent;
/// <summary>The amount of pinch required to enable twisting in scale (e.g. 0.1 = 0.9 to 1.1).</summary>
public float PinchThreshold { set { pinchThreshold = value; } get { return pinchThreshold; } } [FSA("PinchThreshold")] [SerializeField] private float pinchThreshold = 0.1f;
/// <summary>The component that will be enabled/disabled when twisting.</summary>
public MonoBehaviour TwistComponent { set { twistComponent = value; } get { return twistComponent; } } [FSA("TwistComponent")] [SerializeField] private MonoBehaviour twistComponent;
/// <summary>The amount of twist required to enable twisting in degrees.</summary>
public float TwistThreshold { set { twistThreshold = value; } get { return twistThreshold; } } [FSA("TwistThreshold")] [SerializeField] private float twistThreshold = 5.0f;
/// <summary>Enable twist component when pinch component is activated?</summary>
public bool TwistWithPinch { set { twistWithPinch = value; } get { return twistWithPinch; } } [FSA("TwistWithPinch")] [SerializeField] private bool twistWithPinch;
[System.NonSerialized]
private StateType state;
[System.NonSerialized]
private Vector2 delta;
[System.NonSerialized]
private float scale = 1.0f;
[System.NonSerialized]
private float twist;
/// <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
var fingers = Use.UpdateAndGetFingers();
if (fingers.Count > 0)
{
delta += LeanGesture.GetScaledDelta(fingers);
scale *= LeanGesture.GetPinchRatio(fingers);
twist += LeanGesture.GetTwistDegrees(fingers);
if (state == StateType.None)
{
if (dragComponent != null && delta.magnitude >= dragThreshold)
{
state = StateType.Drag;
}
else if (pinchComponent != null && Mathf.Abs(scale - 1.0f) >= pinchThreshold)
{
state = StateType.Pinch;
}
else if (twistComponent != null && Mathf.Abs(twist) >= twistThreshold)
{
state = StateType.Twist;
}
}
}
else
{
state = StateType.None;
delta = Vector2.zero;
scale = 1.0f;
twist = 0.0f;
}
if (dragComponent != null)
{
dragComponent.enabled = state == StateType.Drag || (enableWithoutIsolation == true && state == StateType.None);
}
if (pinchComponent != null)
{
pinchComponent.enabled = state == StateType.Pinch || (enableWithoutIsolation == true && state == StateType.None);
}
if (twistComponent != null)
{
twistComponent.enabled = state == StateType.Twist || (enableWithoutIsolation == true && state == StateType.None) || (twistWithPinch == true && state == StateType.Pinch);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanGestureToggle;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanGestureToggle_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Draw("enableWithoutIsolation", "If one specific gesture hasn't been isolated yet, keep them all enabled?");
Separator();
Draw("dragComponent", "The component that will be enabled/disabled when dragging.");
Draw("dragThreshold", "The amount of drag required to enable dragging mode.");
Separator();
Draw("pinchComponent", "The component that will be enabled/disabled when pinching.");
Draw("pinchThreshold", "The amount of pinch required to enable twisting in scale (e.g. 0.1 = 0.9 to 1.1).");
Separator();
Draw("twistComponent", "The component that will be enabled/disabled when twisting.");
Draw("twistThreshold", "The amount of twist required to enable twisting in degrees.");
Draw("twistWithPinch", "Enable twist component when pinch component is activated?");
}
}
}
#endif