using UnityEngine; using UnityEngine.Events; using Lean.Common; using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; namespace Lean.Touch { /// This component allows you to perform a continuous action based on the current position of the fingers relative to where they started. /// This allows you to perform actions like an invisible joystick. [HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiPull")] [AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Pull")] public class LeanMultiPull : MonoBehaviour { public enum CoordinateType { ScaledPixels, ScreenPixels, ScreenPercentage } [System.Serializable] public class FloatEvent : UnityEvent {} [System.Serializable] public class Vector2Event : UnityEvent {} [System.Serializable] public class Vector3Event : UnityEvent {} [System.Serializable] public class Vector3Vector3Event : UnityEvent {} /// The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information. public LeanFingerFilter Use = new LeanFingerFilter(true); /// The coordinate space of the OnDelta values. public CoordinateType Coordinate { set { coordinate = value; } get { return coordinate; } } [FSA("Coordinate")] [SerializeField] private CoordinateType coordinate; /// The delta values will be multiplied by this when output. public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f; /// If you enable this then the delta values will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent actions. public bool ScaleByTime { set { scaleByTime = value; } get { return scaleByTime; } } [FSA("ScaleByTime")] [SerializeField] private bool scaleByTime = true; /// This event is invoked when the requirements are met. /// Vector2 = Position Delta based on your Delta setting. public Vector2Event OnVector { get { if (onVector == null) onVector = new Vector2Event(); return onVector; } } [SerializeField] private Vector2Event onVector; /// Called on the first frame the conditions are met. /// Float = The distance/magnitude/length of the swipe delta vector. public FloatEvent OnDistance { get { if (onDistance == null) onDistance = new FloatEvent(); return onDistance; } } [SerializeField] private FloatEvent onDistance; /// The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information. public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept); /// Called on the first frame the conditions are met. /// Vector3 = Start point in world space. public Vector3Event OnWorldFrom { get { if (onWorldFrom == null) onWorldFrom = new Vector3Event(); return onWorldFrom; } } [SerializeField] private Vector3Event onWorldFrom; /// Called on the first frame the conditions are met. /// Vector3 = End point in world space. public Vector3Event OnWorldTo { get { if (onWorldTo == null) onWorldTo = new Vector3Event(); return onWorldTo; } } [SerializeField] private Vector3Event onWorldTo; /// Called on the first frame the conditions are met. /// Vector3 = The vector between the start and end points in world space. public Vector3Event OnWorldDelta { get { if (onWorldDelta == null) onWorldDelta = new Vector3Event(); return onWorldDelta; } } [SerializeField] private Vector3Event onWorldDelta; /// Called on the first frame the conditions are met. /// Vector3 = Start point in world space. /// Vector3 = End point in world space. public Vector3Vector3Event OnWorldFromTo { get { if (onWorldFromTo == null) onWorldFromTo = new Vector3Vector3Event(); return onWorldFromTo; } } [SerializeField] private Vector3Vector3Event onWorldFromTo; /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger. public void AddFinger(LeanFinger finger) { Use.AddFinger(finger); } /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger. public void RemoveFinger(LeanFinger finger) { Use.RemoveFinger(finger); } /// If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers. public void RemoveAllFingers() { Use.RemoveAllFingers(); } #if UNITY_EDITOR protected virtual void Reset() { Use.UpdateRequiredSelectable(gameObject); } #endif protected virtual void Awake() { Use.UpdateRequiredSelectable(gameObject); } protected virtual void Update() { // Get fingers var fingers = Use.UpdateAndGetFingers(); if (fingers.Count > 0) { var screenFrom = LeanGesture.GetStartScreenCenter(fingers); var screenTo = LeanGesture.GetScreenCenter(fingers); var finalDelta = screenTo - screenFrom; var timeScale = 1.0f; if (scaleByTime == true) { timeScale = Time.deltaTime; } switch (coordinate) { case CoordinateType.ScaledPixels: finalDelta *= LeanTouch.ScalingFactor; break; case CoordinateType.ScreenPercentage: finalDelta *= LeanTouch.ScreenFactor; break; } finalDelta *= multiplier; if (onVector != null) { onVector.Invoke(finalDelta * timeScale); } if (onDistance != null) { onDistance.Invoke(finalDelta.magnitude * timeScale); } var worldFrom = ScreenDepth.Convert(screenFrom, gameObject); var worldTo = ScreenDepth.Convert(screenTo , gameObject); if (onWorldFrom != null) { onWorldFrom.Invoke(worldFrom); } if (onWorldTo != null) { onWorldTo.Invoke(worldTo); } if (onWorldDelta != null) { onWorldDelta.Invoke((worldTo - worldFrom) * timeScale); } if (onWorldFromTo != null) { onWorldFromTo.Invoke(worldFrom, worldTo); } } } } } #if UNITY_EDITOR namespace Lean.Touch.Editor { using TARGET = LeanMultiPull; [UnityEditor.CanEditMultipleObjects] [UnityEditor.CustomEditor(typeof(TARGET))] public class LeanMultiPull_Editor : LeanEditor { protected override void OnInspector() { TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); Draw("Use"); Separator(); var usedA = Any(tgts, t => t.OnVector.GetPersistentEventCount() > 0); var usedB = Any(tgts, t => t.OnDistance.GetPersistentEventCount() > 0); var usedC = Any(tgts, t => t.OnWorldFrom.GetPersistentEventCount() > 0); var usedD = Any(tgts, t => t.OnWorldTo.GetPersistentEventCount() > 0); var usedE = Any(tgts, t => t.OnWorldDelta.GetPersistentEventCount() > 0); var usedF = Any(tgts, t => t.OnWorldFromTo.GetPersistentEventCount() > 0); var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); if (usedA == true || usedB == true || showUnusedEvents == true) { Draw("coordinate", "The coordinate space of the OnDelta values."); Draw("multiplier", "The delta values will be multiplied by this when output."); } if (usedA == true || usedB == true || usedE == true || showUnusedEvents == true) { Draw("scaleByTime", "If you enable this then the delta values will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent actions."); } if (usedA == true || showUnusedEvents == true) { Draw("onVector"); } if (usedB == true || showUnusedEvents == true) { Draw("onDistance"); } if (usedC == true || usedD == true || usedE == true || usedF == true || showUnusedEvents == true) { Draw("ScreenDepth"); } if (usedC == true || showUnusedEvents == true) { Draw("onWorldFrom"); } if (usedD == true || showUnusedEvents == true) { Draw("onWorldTo"); } if (usedE == true || showUnusedEvents == true) { Draw("onWorldDelta"); } if (usedF == true || showUnusedEvents == true) { Draw("onWorldFromTo"); } } } } #endif