88 lines
3.0 KiB
C#
88 lines
3.0 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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using Lean.Common;
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namespace Lean.Touch
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{
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/// <summary>This component allows you to detect when a finger presses/taps on top of the current GameObject without using the LeanSelectable system.
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/// NOTE: This feature requires your scene to contain the <b>LeanPick</b> component.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanPickable")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Pickable")]
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public class LeanPickable : 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>This event will be invoked when the specified finger touches this GameObject.</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 invoked when this object is picked, and tell you the world space position it touched.</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 invoked when this object is picked, and tell you the screen space position it touched.</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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public void InvokePick(LeanFinger finger, Vector2 screenPosition)
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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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var world = ScreenDepth.Convert(screenPosition, gameObject);
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if (onWorld != null)
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{
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onWorld.Invoke(world);
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}
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if (onScreen != null)
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{
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onScreen.Invoke(screenPosition);
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}
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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 = LeanPickable;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSelectSelf_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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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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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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if (showUnusedEvents == true || usedA == true)
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{
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Draw("onFinger");
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}
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if (showUnusedEvents == true || usedB == 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 (showUnusedEvents == true || usedC == 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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