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

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component works like LeanFingerSwipe, but you must manually add fingers from components like LeanFingerDown, LeanFingerDownCanvas, etc.</summary>
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanManualFlick")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Manual Flick")]
public class LeanManualFlick : LeanSwipeBase
{
[System.Serializable]
public class FingerData : LeanFingerData
{
public bool Flicked;
}
public enum CheckType
{
Default,
IgnoreAge,
Multiple
}
/// <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>This allows you to choose how the flick will be detected.
/// Default = Detects one flick within the current <b>TapThreshold</b> time.
/// IgnoreAge = You can hold the finger for any duration before flicking.
/// Multiple = You can stop moving the finger for <b>TapThreshold</b> seconds and perform additional flicks.</summary>
public CheckType Check { set { check = value; } get { return check; } } [FSA("Check")] [SerializeField] private CheckType check;
// Additional finger data
[SerializeField]
private List<FingerData> fingerDatas;
/// <summary>This method allows you to manually add a finger.</summary>
public void AddFinger(LeanFinger finger)
{
var fingerData = LeanFingerData.FindOrCreate(ref fingerDatas, finger);
fingerData.Flicked = false;
}
/// <summary>This method allows you to manually remove a finger.</summary>
public void RemoveFinger(LeanFinger finger)
{
LeanFingerData.Remove(fingerDatas, finger);
}
#if UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
#endif
protected virtual void Start()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerUp += HandleFingerUp;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerUp -= HandleFingerUp;
}
protected virtual void Update()
{
if (fingerDatas != null)
{
for (var i = fingerDatas.Count - 1; i >= 0; i--)
{
var fingerData = fingerDatas[i];
var finger = fingerData.Finger;
var screenFrom = finger.GetSnapshotScreenPosition(finger.Age - LeanTouch.CurrentTapThreshold);
var screenTo = finger.ScreenPosition;
if (Vector2.Distance(screenFrom, screenTo) > LeanTouch.CurrentSwipeThreshold / LeanTouch.ScalingFactor)
{
if (fingerData.Flicked == false && TestFinger(finger, screenFrom, screenTo) == true)
{
fingerData.Flicked = true;
HandleFingerSwipe(finger, screenFrom, screenTo);
// If multi-flicks aren't allowed, remove the finger
if (check != CheckType.Multiple)
{
LeanFingerData.Remove(fingerDatas, finger);
}
}
}
else
{
fingerData.Flicked = false;
}
}
}
}
private void HandleFingerUp(LeanFinger finger)
{
LeanFingerData.Remove(fingerDatas, finger);
}
private bool TestFinger(LeanFinger finger, Vector2 screenFrom, Vector2 screenTo)
{
if (ignoreIsOverGui == true && finger.IsOverGui == true)
{
return false;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return false;
}
if (check == CheckType.Default && finger.Age >= LeanTouch.CurrentTapThreshold)
{
return false;
}
return AngleIsValid(screenTo - screenFrom);
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanManualFlick;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanManualFlick_Editor : LeanSwipeBase_Editor
{
protected override void OnInspector()
{
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("check", "This allows you to choose how the flick will be detected.\n\nDefault = Detects one flick within the current TapThreshold time.\n\nIgnoreAge = You can hold the finger for any duration before flicking.\n\nMultiple = You can stop moving the finger for TapThreshold seconds and perform additional flicks.");
base.OnInspector();
}
}
}
#endif