using UnityEngine; using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; using Lean.Common; namespace Lean.Touch { /// This component allows you to translate the current GameObject relative to the camera using the finger drag gesture. [HelpURL(LeanTouch.HelpUrlPrefix + "LeanDragTranslate")] [AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drag Translate")] public class LeanDragTranslate : MonoBehaviour { /// The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information. public LeanFingerFilter Use = new LeanFingerFilter(true); /// The camera the translation will be calculated using. /// None/null = MainCamera. public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera; /// The movement speed will be multiplied by this. /// -1 = Inverted Controls. public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [FSA("Sensitivity")] [SerializeField] private float sensitivity = 1.0f; /// If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value. /// -1 = Instantly change. /// 1 = Slowly change. /// 10 = Quickly change. public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f; /// This allows you to control how much momentum is retained when the dragging fingers are all released. /// NOTE: This requires Dampening to be above 0. public float Inertia { set { inertia = value; } get { return inertia; } } [FSA("Inertia")] [SerializeField] [Range(0.0f, 1.0f)] private float inertia; [SerializeField] private Vector3 remainingTranslation; /// 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() { // Store var oldPosition = transform.localPosition; // Get the fingers we want to use var fingers = Use.UpdateAndGetFingers(); // Calculate the screenDelta value based on these fingers var screenDelta = LeanGesture.GetScreenDelta(fingers); if (screenDelta != Vector2.zero) { // Perform the translation if (transform is RectTransform) { TranslateUI(screenDelta); } else { Translate(screenDelta); } } // Increment remainingTranslation += transform.localPosition - oldPosition; // Get t value var factor = LeanHelper.GetDampenFactor(Damping, Time.deltaTime); // Dampen remainingDelta var newRemainingTranslation = Vector3.Lerp(remainingTranslation, Vector3.zero, factor); // Shift this transform by the change in delta transform.localPosition = oldPosition + remainingTranslation - newRemainingTranslation; if (fingers.Count == 0 && Inertia > 0.0f && Damping > 0.0f) { newRemainingTranslation = Vector3.Lerp(newRemainingTranslation, remainingTranslation, Inertia); } // Update remainingDelta with the dampened value remainingTranslation = newRemainingTranslation; } private void TranslateUI(Vector2 screenDelta) { var camera = this._camera; if (camera == null) { var canvas = transform.GetComponentInParent(); if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay) { camera = canvas.worldCamera; } } // Screen position of the transform var screenPoint = RectTransformUtility.WorldToScreenPoint(camera, transform.position); // Add the deltaPosition screenPoint += screenDelta * Sensitivity; // Convert back to world space var worldPoint = default(Vector3); if (RectTransformUtility.ScreenPointToWorldPointInRectangle(transform.parent as RectTransform, screenPoint, camera, out worldPoint) == true) { transform.position = worldPoint; } } private void Translate(Vector2 screenDelta) { // Make sure the camera exists var camera = LeanHelper.GetCamera(this._camera, gameObject); if (camera != null) { // Screen position of the transform var screenPoint = camera.WorldToScreenPoint(transform.position); // Add the deltaPosition screenPoint += (Vector3)screenDelta * Sensitivity; // Convert back to world space transform.position = camera.ScreenToWorldPoint(screenPoint); } else { Debug.LogError("Failed to find camera. Either tag your camera as MainCamera, or set one in this component.", this); } } } } #if UNITY_EDITOR namespace Lean.Touch.Editor { using TARGET = LeanDragTranslate; [UnityEditor.CanEditMultipleObjects] [UnityEditor.CustomEditor(typeof(TARGET), true)] public class LeanDragTranslate_Editor : LeanEditor { protected override void OnInspector() { TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); Draw("Use"); Draw("_camera", "The camera the translation will be calculated using.\n\nNone/null = MainCamera."); Draw("sensitivity", "The movement speed will be multiplied by this.\n\n-1 = Inverted Controls."); 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."); Draw("inertia", "This allows you to control how much momentum is retained when the dragging fingers are all released.\n\nNOTE: This requires Damping to be above 0."); } } } #endif