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

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component fires events if a finger has been held for a certain amount of time without moving.</summary>
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanFingerHeld")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Held")]
public class LeanFingerHeld : MonoBehaviour
{
[System.Serializable]
public class FingerData : LeanFingerData
{
public bool Eligible;
public bool Held;
public Vector2 Movement;
}
[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>Ignore fingers with StartedOverGui?</summary>
public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [FSA("IgnoreStartedOverGui")] [SerializeField] private bool ignoreStartedOverGui = true;
/// <summary>Ignore fingers with OverGui?</summary>
public bool IgnoreIsOverGui { set { ignoreIsOverGui = value; } get { return ignoreIsOverGui; } } [FSA("IgnoreIsOverGui")] [SerializeField] private bool ignoreIsOverGui;
/// <summary>If the specified object is set and isn't selected, then this component will do nothing.</summary>
public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [FSA("RequiredSelectable")] [SerializeField] private LeanSelectable requiredSelectable;
/// <summary>The finger must be held for this many seconds.</summary>
public float MinimumAge { set { minimumAge = value; } get { return minimumAge; } } [FSA("MinimumAge")] [SerializeField] private float minimumAge = 1.0f;
/// <summary>The finger cannot move more than this many pixels relative to the reference DPI.</summary>
public float MaximumMovement { set { maximumMovement = value; } get { return maximumMovement; } } [FSA("MaximumMovement")] [SerializeField] private float maximumMovement = 5.0f;
/// <summary>Called on the first frame the conditions are met.</summary>
public LeanFingerEvent OnFingerDown { get { if (onFingerDown == null) onFingerDown = new LeanFingerEvent(); return onFingerDown; } } [FSA("onHeldDown")] [FSA("OnHeldDown")] [SerializeField] private LeanFingerEvent onFingerDown;
/// <summary>Called on every frame the conditions are met.</summary>
public LeanFingerEvent OnFingerUpdate { get { if (onFingerUpdate == null) onFingerUpdate = new LeanFingerEvent(); return onFingerUpdate; } } [FSA("onFingerSet")] [FSA("onHeldSet")] [FSA("OnHeldSet")] [SerializeField] private LeanFingerEvent onFingerUpdate;
/// <summary>Called on the last frame the conditions are met.</summary>
public LeanFingerEvent OnFingerUp { get { if (onFingerUp == null) onFingerUp = new LeanFingerEvent(); return onFingerUp; } } [FSA("onHeldUp")] [FSA("OnHeldUp")] [SerializeField] private LeanFingerEvent onFingerUp;
/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = Start point based on the ScreenDepth settings.</summary>
public Vector3Event OnWorldDown { get { if (onWorldDown == null) onWorldDown = new Vector3Event(); return onWorldDown; } } [FSA("onPositionDown")] [SerializeField] private Vector3Event onWorldDown;
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = Current point based on the ScreenDepth settings.</summary>
public Vector3Event OnWorldUpdate { get { if (onWorldUpdate == null) onWorldUpdate = new Vector3Event(); return onWorldUpdate; } } [FSA("onWorldSet")] [FSA("onPositionSet")] [SerializeField] private Vector3Event onWorldUpdate;
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = End point based on the ScreenDepth settings.</summary>
public Vector3Event OnWorldUp { get { if (onWorldUp == null) onWorldUp = new Vector3Event(); return onWorldUp; } } [FSA("onPositionUp")] [SerializeField] private Vector3Event onWorldUp;
// Additional finger data
[SerializeField]
private List<FingerData> fingerDatas = new List<FingerData>();
#if UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
#endif
protected virtual void Awake()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
LeanTouch.OnFingerUpdate += HandleFingerUpdate;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
LeanTouch.OnFingerUpdate -= HandleFingerUpdate;
}
private void HandleFingerDown(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.StartedOverGui == true)
{
return;
}
// Get link for this finger and reset
var fingerData = LeanFingerData.FindOrCreate(ref fingerDatas, finger);
fingerData.Eligible = true;
fingerData.Held = false;
fingerData.Movement = Vector2.zero;
}
private void HandleFingerUpdate(LeanFinger finger)
{
// Try and find the link for this finger
var fingerData = LeanFingerData.Find(fingerDatas, finger);
if (fingerData != null)
{
fingerData.Movement += finger.ScaledDelta;
if (fingerData.Movement.magnitude > maximumMovement)
{
fingerData.Eligible = false;
}
if (IsHeld(finger, fingerData) == true)
{
if (fingerData.Held == false)
{
fingerData.Held = true;
InvokeDown(finger);
}
InvokeUpdate(finger);
}
else if (fingerData.Held == true)
{
InvokeUp(finger);
fingerDatas.Remove(fingerData);
}
else if (finger.Set == false)
{
fingerDatas.Remove(fingerData);
}
}
}
private bool IsHeld(LeanFinger finger, FingerData fingerData)
{
if (ignoreIsOverGui == true && finger.IsOverGui == true)
{
return false;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return false;
}
return fingerData.Eligible == true && finger.Age >= minimumAge && finger.Set == true;
}
private void InvokeDown(LeanFinger finger)
{
if (onFingerDown != null)
{
onFingerDown.Invoke(finger);
}
if (onWorldDown != null)
{
var position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
onWorldDown.Invoke(position);
}
}
private void InvokeUpdate(LeanFinger finger)
{
if (onFingerUpdate != null)
{
onFingerUpdate.Invoke(finger);
}
if (onWorldUpdate != null)
{
var position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
onWorldUpdate.Invoke(position);
}
}
private void InvokeUp(LeanFinger finger)
{
if (onFingerUp != null)
{
onFingerUp.Invoke(finger);
}
if (onWorldUp != null)
{
var position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
onWorldUp.Invoke(position);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanFingerHeld;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanFingerHeld_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
Draw("ignoreIsOverGui", "Ignore fingers with OverGui?");
Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
Draw("minimumAge", "The finger must be held for this many seconds.");
Draw("maximumMovement", "The finger cannot move more than this many pixels relative to the reference DPI.");
Separator();
var usedA = Any(tgts, t => t.OnFingerDown.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnFingerUpdate.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnFingerUp.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnWorldDown.GetPersistentEventCount() > 0);
var usedE = Any(tgts, t => t.OnWorldUpdate.GetPersistentEventCount() > 0);
var usedF = Any(tgts, t => t.OnWorldUp.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFingerDown");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onFingerUpdate");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onFingerUp");
}
if (usedD == true || usedE == true || usedF == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onWorldDown");
}
if (usedE == true || showUnusedEvents == true)
{
Draw("onWorldUpdate");
}
if (usedF == true || showUnusedEvents == true)
{
Draw("onWorldUp");
}
}
}
}
#endif