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

143 lines
4.5 KiB
C#
Raw Normal View History

2021-11-26 11:16:25 +03:00
using UnityEngine;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to drag this rigidbody.</summary>
[RequireComponent(typeof(Rigidbody))]
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanDragTranslateRigidbody")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drag Translate Rigidbody")]
public class LeanDragTranslateRigidbody : 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>The camera this component will calculate using.
/// None/null = MainCamera.</summary>
public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = 10.0f;
[System.NonSerialized]
private Rigidbody cachedRigidbody;
private Camera cachedCamera;
private bool targetSet;
private Vector3 targetScreenPoint;
/// <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 OnEnable()
{
cachedRigidbody = GetComponent<Rigidbody>();
}
protected virtual void FixedUpdate()
{
// Make sure the camera exists and the targetScreenPoint is set
if (cachedCamera != null && targetSet == true)
{
// Calculate required velocity to arrive in one FixedUpdate
var oldPosition = transform.position;
var newPosition = cachedCamera.ScreenToWorldPoint(targetScreenPoint);
var velocity = (newPosition - oldPosition) / Time.fixedDeltaTime;
var factor = LeanHelper.GetDampenFactor(damping, Time.fixedDeltaTime);
// Apply the velocity
cachedRigidbody.velocity = velocity * factor;
}
}
protected virtual void Update()
{
// Get the fingers we want to use
var fingers = Use.UpdateAndGetFingers();
// Make sure the camera exists
cachedCamera = LeanHelper.GetCamera(_camera, gameObject);
if (cachedCamera != null)
{
if (fingers.Count > 0)
{
// If it's the first frame the fingers are down, grab the current screen point of this GameObject
if (targetSet == false)
{
targetSet = true;
targetScreenPoint = cachedCamera.WorldToScreenPoint(transform.position);
}
// Shift target point based on finger deltas
// NOTE: targetScreenPoint.z already stores the depth
targetScreenPoint += (Vector3)LeanGesture.GetScreenDelta(fingers);
}
// Unset if no fingers are down
else
{
targetSet = false;
}
}
else
{
Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanDragTranslateRigidbody;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanDragTranslateRigidbody_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Draw("_camera", "The camera this component will calculate using.\n\nNone/null = MainCamera.");
Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
}
}
}
#endif