130 lines
3.6 KiB
C#
130 lines
3.6 KiB
C#
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using UnityEngine;
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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 shows you how to record a finger's movement data that can later be replayed.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanReplayFinger")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Replay Finger")]
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public class LeanReplayFinger : MonoBehaviour
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{
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/// <summary>The cursor used to show the recording.</summary>
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public Transform Cursor { set { cursor = value; } get { return cursor; } } [FSA("Cursor")] [SerializeField] private Transform cursor;
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/// <summary>The conversion method used to find a world point from a screen point.</summary>
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public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.FixedDistance, Physics.DefaultRaycastLayers, 10.0f);
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/// <summary>Is the recording playing?</summary>
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public bool Playing { set { playing = value; } get { return playing; } } [FSA("Playing")] [SerializeField] private bool playing;
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/// <summary>The position of the playback in seconds.</summary>
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public float PlayTime { set { playTime = value; } get { return playTime; } } [FSA("PlayTime")] [SerializeField] private float playTime;
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// Currently recorded snapshots
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private List<LeanSnapshot> snapshots = new List<LeanSnapshot>();
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public void Replay()
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{
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playing = true;
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playTime = 0.0f;
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}
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public void StopReplay()
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{
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playing = false;
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}
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protected virtual void OnEnable()
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{
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LeanTouch.OnFingerUpdate += HandleFingerUpdate;
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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.OnFingerUpdate -= HandleFingerUpdate;
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LeanTouch.OnFingerUp -= HandleFingerUp;
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}
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protected virtual void Update()
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{
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// Is the recording being played back?
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if (playing == true)
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{
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playTime += Time.deltaTime;
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var screenPosition = default(Vector2);
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if (LeanSnapshot.TryGetScreenPosition(snapshots, playTime, ref screenPosition) == true)
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{
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cursor.position = ScreenDepth.Convert(screenPosition, gameObject);
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}
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}
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}
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private void HandleFingerUpdate(LeanFinger finger)
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{
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if (finger.StartedOverGui == false && finger.Index != LeanTouch.HOVER_FINGER_INDEX)
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{
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playing = false;
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if (cursor != null)
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{
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cursor.position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
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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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if (finger.StartedOverGui == false)
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{
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CopySnapshots(finger);
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}
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}
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private void CopySnapshots(LeanFinger finger)
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{
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// Clear old snapshots
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snapshots.Clear();
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// Go through all new snapshots
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for (var i = 0; i < finger.Snapshots.Count; i++)
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{
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// Copy data into new snapshot
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var snapshotSrc = finger.Snapshots[i];
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var snapshotCpy = new LeanSnapshot();
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snapshotCpy.Age = snapshotSrc.Age;
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snapshotCpy.ScreenPosition = snapshotSrc.ScreenPosition;
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// Add new snapshot to list
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snapshots.Add(snapshotCpy);
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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 = LeanReplayFinger;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanReplayFinger_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("cursor", "The cursor used to show the recording.");
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Draw("ScreenDepth");
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Draw("playing", "Is the recording playing?");
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Draw("playTime", "The position of the playback in seconds.");
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}
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}
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}
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#endif
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