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

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections;
using MoreMountains.Tools;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using System;
namespace MoreMountains.Tools
{
[System.Serializable]
public class JoystickEvent : UnityEvent<Vector2> {}
/// <summary>
/// Joystick input class.
/// In charge of the behaviour of the joystick mobile touch input.
/// Bind its actions from the inspector
/// Handles mouse and multi touch
/// </summary>
[RequireComponent(typeof(Rect))]
[RequireComponent(typeof(CanvasGroup))]
[AddComponentMenu("More Mountains/Tools/Controls/MMTouchJoystick")]
public class MMTouchJoystick : MonoBehaviour, IDragHandler, IEndDragHandler
{
[Header("Camera")]
public Camera TargetCamera;
[Header("Pressed Behaviour")]
[MMInformation("Here you can set the opacity of the joystick when it's pressed. 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 = 0.5f;
[Header("Axis")]
[MMInformation("Choose if you want a joystick limited to one axis or not, and define the MaxRange. The MaxRange is the maximum distance from its initial center position you can drag the joystick to.",MMInformationAttribute.InformationType.Info,false)]
/// Is horizontal axis allowed
public bool HorizontalAxisEnabled = true;
/// Is vertical axis allowed
public bool VerticalAxisEnabled = true;
/// The max range allowed
[MMInformation("And finally you can bind a function to get your joystick's values. Your method has to have a Vector2 as a parameter. Drag your object here and select the method.", MMInformationAttribute.InformationType.Info,false)]
public float MaxRange = 1.5f;
[Header("Binding")]
/// The method(s) to call when the button gets pressed down
public JoystickEvent JoystickValue;
[Header("Rotating Direction Indicator")]
/// an object you can rotate to show the direction of the joystick. Will only be visible if the movement is above a threshold
public Transform RotatingIndicator;
/// the threshold above which the rotating indicator will appear
public float RotatingIndicatorThreshold = 0.1f;
public RenderMode ParentCanvasRenderMode { get; protected set; }
/// Store neutral position of the stick
protected Vector2 _neutralPosition;
/// Current horizontal and vertical values of the joystick (from -1 to 1)
public Vector2 _joystickValue;
/// The canvas rect transform we're working with.
protected RectTransform _canvasRectTransform;
/// working vector
protected Vector2 _newTargetPosition;
protected Vector3 _newJoystickPosition;
protected float _initialZPosition;
protected CanvasGroup _canvasGroup;
protected float _initialOpacity;
protected Transform _knobTransform;
protected bool _rotatingIndicatorIsNotNull = false;
/// <summary>
/// On Start, we get our working canvas, and we set our neutral position
/// </summary>
protected virtual void Awake()
{
// Initialize();
}
protected virtual void Start()
{
Initialize();
}
public virtual void Initialize()
{
_canvasRectTransform = GetComponentInParent<Canvas>().transform as RectTransform;
_canvasGroup = GetComponent<CanvasGroup>();
_rotatingIndicatorIsNotNull = (RotatingIndicator != null);
SetKnobTransform(this.transform);
SetNeutralPosition();
if (TargetCamera == null)
{
throw new Exception("MMTouchJoystick : you have to set a target camera");
}
ParentCanvasRenderMode = GetComponentInParent<Canvas>().renderMode;
_initialZPosition = _knobTransform.position.z;
_initialOpacity = _canvasGroup.alpha;
}
/// <summary>
/// Assigns a new transform as the joystick knob
/// </summary>
/// <param name="newTransform"></param>
public virtual void SetKnobTransform(Transform newTransform)
{
_knobTransform = newTransform;
}
/// <summary>
/// On Update we check for an orientation change if needed, and send our input values.
/// </summary>
protected virtual void Update()
{
if (JoystickValue != null)
{
if (HorizontalAxisEnabled || VerticalAxisEnabled)
{
JoystickValue.Invoke(_joystickValue);
}
}
RotateIndicator();
}
protected virtual void RotateIndicator()
{
if (!_rotatingIndicatorIsNotNull)
{
return;
}
RotatingIndicator.gameObject.SetActive(_joystickValue.magnitude > RotatingIndicatorThreshold);
float angle = Mathf.Atan2(_joystickValue.y, _joystickValue.x) * Mathf.Rad2Deg;
RotatingIndicator.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
/// <summary>
/// Sets the neutral position of the joystick
/// </summary>
public virtual void SetNeutralPosition()
{
_neutralPosition = _knobTransform.position;
}
public virtual void SetNeutralPosition(Vector3 newPosition)
{
_neutralPosition = newPosition;
}
/// <summary>
/// Handles dragging of the joystick
/// </summary>
public virtual void OnDrag(PointerEventData eventData)
{
_canvasGroup.alpha = PressedOpacity;
// if we're in "screen space - camera" render mode
if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera)
{
_newTargetPosition = TargetCamera.ScreenToWorldPoint(eventData.position);
}
// otherwise
else
{
_newTargetPosition = eventData.position;
}
// We clamp the stick's position to let it move only inside its defined max range
_newTargetPosition = Vector2.ClampMagnitude(_newTargetPosition - _neutralPosition, MaxRange);
// If we haven't authorized certain axis, we force them to zero
if (!HorizontalAxisEnabled)
{
_newTargetPosition.x = 0;
}
if (!VerticalAxisEnabled)
{
_newTargetPosition.y = 0;
}
// For each axis, we evaluate its lerped value (-1...1)
_joystickValue.x = EvaluateInputValue(_newTargetPosition.x);
_joystickValue.y = EvaluateInputValue(_newTargetPosition.y);
_newJoystickPosition = _neutralPosition + _newTargetPosition;
_newJoystickPosition.z = _initialZPosition;
// We move the joystick to its dragged position
_knobTransform.position = _newJoystickPosition;
}
/// <summary>
/// What happens when the stick is released
/// </summary>
public virtual void OnEndDrag(PointerEventData eventData)
{
// we reset the stick's position
_newJoystickPosition = _neutralPosition;
_newJoystickPosition.z = _initialZPosition;
_knobTransform.position = _newJoystickPosition;
_joystickValue.x = 0f;
_joystickValue.y = 0f;
// we set its opacity back
_canvasGroup.alpha=_initialOpacity;
}
/// <summary>
/// We compute the axis value from the interval between neutral position, current stick position (vectorPosition) and max range
/// </summary>
/// <returns>The axis value, a float between -1 and 1</returns>
/// <param name="vectorPosition">stick position.</param>
protected virtual float EvaluateInputValue(float vectorPosition)
{
return Mathf.InverseLerp(0, MaxRange, Mathf.Abs(vectorPosition)) * Mathf.Sign(vectorPosition);
}
protected virtual void OnEnable()
{
Initialize();
_canvasGroup.alpha = _initialOpacity;
}
}
}