185 lines
6.2 KiB
C#
185 lines
6.2 KiB
C#
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using UnityEngine;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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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 translate the current GameObject relative to the camera using the finger drag gesture.</summary>
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[HelpURL(LeanTouch.HelpUrlPrefix + "LeanDragTranslate")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drag Translate")]
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public class LeanDragTranslate : MonoBehaviour
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{
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/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
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public LeanFingerFilter Use = new LeanFingerFilter(true);
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/// <summary>The camera the translation will be calculated using.
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/// None/null = MainCamera.</summary>
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public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
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/// <summary>The movement speed will be multiplied by this.
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/// -1 = Inverted Controls.</summary>
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public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [FSA("Sensitivity")] [SerializeField] private float sensitivity = 1.0f;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f;
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/// <summary>This allows you to control how much momentum is retained when the dragging fingers are all released.
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/// NOTE: This requires <b>Dampening</b> to be above 0.</summary>
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public float Inertia { set { inertia = value; } get { return inertia; } } [FSA("Inertia")] [SerializeField] [Range(0.0f, 1.0f)] private float inertia;
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[SerializeField]
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private Vector3 remainingTranslation;
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
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public void AddFinger(LeanFinger finger)
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{
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Use.AddFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
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public void RemoveFinger(LeanFinger finger)
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{
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Use.RemoveFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
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public void RemoveAllFingers()
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{
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Use.RemoveAllFingers();
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}
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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Use.UpdateRequiredSelectable(gameObject);
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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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Use.UpdateRequiredSelectable(gameObject);
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}
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protected virtual void Update()
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{
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// Store
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var oldPosition = transform.localPosition;
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// Get the fingers we want to use
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var fingers = Use.UpdateAndGetFingers();
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// Calculate the screenDelta value based on these fingers
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var screenDelta = LeanGesture.GetScreenDelta(fingers);
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if (screenDelta != Vector2.zero)
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{
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// Perform the translation
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if (transform is RectTransform)
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{
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TranslateUI(screenDelta);
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}
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else
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{
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Translate(screenDelta);
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}
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}
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// Increment
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remainingTranslation += transform.localPosition - oldPosition;
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// Get t value
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var factor = LeanHelper.GetDampenFactor(Damping, Time.deltaTime);
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// Dampen remainingDelta
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var newRemainingTranslation = Vector3.Lerp(remainingTranslation, Vector3.zero, factor);
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// Shift this transform by the change in delta
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transform.localPosition = oldPosition + remainingTranslation - newRemainingTranslation;
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if (fingers.Count == 0 && Inertia > 0.0f && Damping > 0.0f)
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{
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newRemainingTranslation = Vector3.Lerp(newRemainingTranslation, remainingTranslation, Inertia);
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}
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// Update remainingDelta with the dampened value
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remainingTranslation = newRemainingTranslation;
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}
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private void TranslateUI(Vector2 screenDelta)
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{
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var camera = this._camera;
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if (camera == null)
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{
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var canvas = transform.GetComponentInParent<Canvas>();
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if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
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{
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camera = canvas.worldCamera;
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}
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}
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// Screen position of the transform
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var screenPoint = RectTransformUtility.WorldToScreenPoint(camera, transform.position);
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// Add the deltaPosition
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screenPoint += screenDelta * Sensitivity;
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// Convert back to world space
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var worldPoint = default(Vector3);
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if (RectTransformUtility.ScreenPointToWorldPointInRectangle(transform.parent as RectTransform, screenPoint, camera, out worldPoint) == true)
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{
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transform.position = worldPoint;
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}
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}
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private void Translate(Vector2 screenDelta)
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{
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// Make sure the camera exists
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var camera = LeanHelper.GetCamera(this._camera, gameObject);
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if (camera != null)
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{
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// Screen position of the transform
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var screenPoint = camera.WorldToScreenPoint(transform.position);
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// Add the deltaPosition
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screenPoint += (Vector3)screenDelta * Sensitivity;
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// Convert back to world space
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transform.position = camera.ScreenToWorldPoint(screenPoint);
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}
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else
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{
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Debug.LogError("Failed to find camera. Either tag your camera as MainCamera, or set one in this component.", this);
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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 = LeanDragTranslate;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanDragTranslate_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("Use");
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Draw("_camera", "The camera the translation will be calculated using.\n\nNone/null = MainCamera.");
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Draw("sensitivity", "The movement speed will be multiplied by this.\n\n-1 = Inverted Controls.");
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Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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Draw("inertia", "This allows you to control how much momentum is retained when the dragging fingers are all released.\n\nNOTE: This requires <b>Damping</b> to be above 0.");
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}
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}
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}
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#endif
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