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

187 lines
6.6 KiB
C#
Raw Normal View History

2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This script calls the OnFingerTap event when a finger expires after it's tapped a specific amount of times.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanFingerTapExpired")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Tap Expired")]
public class LeanFingerTapExpired : MonoBehaviour
{
[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable] public class IntEvent : UnityEvent<int> {}
/// <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>How many times must this finger tap before OnTap gets called?
/// 0 = Every time (keep in mind OnTap will only be called once if you use this).</summary>
public int RequiredTapCount { set { requiredTapCount = value; } get { return requiredTapCount; } } [FSA("RequiredTapCount")] [SerializeField] private int requiredTapCount;
/// <summary>How many times repeating must this finger tap before OnTap gets called?
/// 0 = Every time (e.g. a setting of 2 means OnTap will get called when you tap 2 times, 4 times, 6, 8, 10, etc).</summary>
public int RequiredTapInterval { set { requiredTapInterval = value; } get { return requiredTapInterval; } } [FSA("RequiredTapInterval")] [SerializeField] private int requiredTapInterval;
/// <summary>Called on the first frame the conditions are met.</summary>
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [FormerlySerializedAs("onTap")] [FormerlySerializedAs("OnTap")] [SerializeField] private LeanFingerEvent onFinger;
/// <summary>Called on the first frame the conditions are met.
/// Int = The finger tap count.</summary>
public IntEvent OnCount { get { if (onCount == null) onCount = new IntEvent(); return onCount; } } [SerializeField] private IntEvent onCount;
/// <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 OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
private List<LeanFinger> ignoreFingers = new List<LeanFinger>();
#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.OnFingerTap += HandleFingerTap;
LeanTouch.OnFingerExpired += HandleFingerExpired;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerTap -= HandleFingerTap;
LeanTouch.OnFingerExpired -= HandleFingerExpired;
}
private void HandleFingerTap(LeanFinger finger)
{
if (ignoreIsOverGui == true && finger.IsOverGui == true && ignoreFingers.Contains(finger) == false)
{
ignoreFingers.Add(finger);
}
}
private void HandleFingerExpired(LeanFinger finger)
{
// Ignore?
if (ignoreFingers.Contains(finger) == true)
{
ignoreFingers.Remove(finger);
return;
}
if (finger.TapCount == 0)
{
return;
}
if (ignoreStartedOverGui == true && finger.StartedOverGui == true)
{
return;
}
if (requiredTapCount > 0 && finger.TapCount != requiredTapCount)
{
return;
}
if (requiredTapInterval > 0 && (finger.TapCount % requiredTapInterval) != 0)
{
return;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return;
}
if (onFinger != null)
{
onFinger.Invoke(finger);
}
if (onCount != null)
{
onCount.Invoke(finger.TapCount);
}
if (onWorld != null)
{
var position = ScreenDepth.Convert(finger.StartScreenPosition, gameObject);
onWorld.Invoke(position);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanFingerTapExpired;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanFingerTapExpired_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("requiredTapCount", "How many times must this finger tap before OnTap gets called?\n\n0 = Every time (keep in mind OnTap will only be called once if you use this).");
Draw("requiredTapInterval", "How many times repeating must this finger tap before OnTap gets called?\n\n0 = Every time (e.g. a setting of 2 means OnTap will get called when you tap 2 times, 4 times, 6, 8, 10, etc).");
Separator();
var usedA = Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnCount.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onCount");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
}
}
}
#endif