152 lines
4.8 KiB
C#
152 lines
4.8 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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using System.Collections.Generic;
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using Lean.Common;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Touch
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{
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/// <summary>This component allows you to detect when the first finger begins touching the screen.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanFirstDown")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "First Down")]
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public class LeanFirstDown : MonoBehaviour
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{
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[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
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[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
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[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
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/// <summary>Ignore fingers with StartedOverGui?</summary>
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public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [FSA("IgnoreStartedOverGui")] [SerializeField] private bool ignoreStartedOverGui = true;
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/// <summary>If the specified object is set and isn't selected, then this component will do nothing.</summary>
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public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [FSA("RequiredSelectable")] [SerializeField] private LeanSelectable requiredSelectable;
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/// <summary>This event will be called if the above conditions are met when you first touch the screen.</summary>
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public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [SerializeField] private LeanFingerEvent onFinger;
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/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
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public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
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/// <summary>This event will be called if the above conditions are met when you first touch the screen.
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/// Vector3 = Finger position in world space.</summary>
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public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
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/// <summary>This event will be called if the above conditions are met when you first touch the screen.
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/// Vector2 = Finger position in screen space.</summary>
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public Vector2Event OnScreen { get { if (onScreen == null) onScreen = new Vector2Event(); return onScreen; } } [SerializeField] private Vector2Event onScreen;
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[System.NonSerialized]
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private List<LeanFinger> fingers = new List<LeanFinger>();
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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requiredSelectable = GetComponentInParent<LeanSelectable>();
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}
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#endif
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protected virtual void Awake()
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{
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if (requiredSelectable == null)
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{
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requiredSelectable = GetComponentInParent<LeanSelectable>();
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}
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}
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protected virtual void OnEnable()
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{
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LeanTouch.OnFingerDown += HandleFingerDown;
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LeanTouch.OnFingerUp += HandleFingerUp;
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}
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protected virtual void OnDisable()
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{
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LeanTouch.OnFingerDown -= HandleFingerDown;
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LeanTouch.OnFingerUp -= HandleFingerUp;
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}
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private void HandleFingerDown(LeanFinger finger)
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{
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if (ignoreStartedOverGui == true && finger.IsOverGui == true)
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{
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return;
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}
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if (requiredSelectable != null && requiredSelectable.IsSelected == false)
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{
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return;
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}
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fingers.Add(finger);
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if (fingers.Count == 1)
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{
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if (onFinger != null)
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{
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onFinger.Invoke(finger);
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}
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if (onWorld != null)
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{
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var position = ScreenDepth.Convert(finger.StartScreenPosition, gameObject);
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onWorld.Invoke(position);
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}
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if (onScreen != null)
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{
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onScreen.Invoke(finger.ScreenPosition);
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}
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}
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}
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private void HandleFingerUp(LeanFinger finger)
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{
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fingers.Remove(finger);
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Touch.Editor
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{
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using TARGET = LeanFirstDown;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanFirstDown_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
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Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
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Separator();
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var usedA = Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0);
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var usedC = Any(tgts, t => t.OnScreen.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onFinger");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("ScreenDepth");
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Draw("onWorld");
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}
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if (usedC == true || showUnusedEvents == true)
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{
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Draw("onScreen");
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}
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}
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}
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}
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#endif
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