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