using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// This component allows you to detect when a finger is touching the screen.
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanFingerUpdate")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Update")]
public class LeanFingerUpdate : MonoBehaviour
{
public enum CoordinateType
{
ScaledPixels,
ScreenPixels,
ScreenPercentage
}
[System.Serializable] public class LeanFingerEvent : UnityEvent {}
[System.Serializable] public class FloatEvent : UnityEvent {}
[System.Serializable] public class Vector2Event : UnityEvent {}
[System.Serializable] public class Vector3Event : UnityEvent {}
[System.Serializable] public class Vector3Vector3Event : UnityEvent {}
/// Ignore fingers with StartedOverGui?
public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [FSA("IgnoreStartedOverGui")] [SerializeField] private bool ignoreStartedOverGui = true;
/// Ignore fingers with OverGui?
public bool IgnoreIsOverGui { set { ignoreIsOverGui = value; } get { return ignoreIsOverGui; } } [FSA("IgnoreIsOverGui")] [SerializeField] private bool ignoreIsOverGui;
/// If the finger didn't move, ignore it?
public bool IgnoreIfStatic { set { ignoreIfStatic = value; } get { return ignoreIfStatic; } } [FSA("IgnoreIfStatic")] [SerializeField] private bool ignoreIfStatic;
/// If the finger just began touching the screen, ignore it?
public bool IgnoreIfDown { set { ignoreIfDown = value; } get { return ignoreIfDown; } } [FSA("IgnoreIfDown")] [SerializeField] private bool ignoreIfDown;
/// If the finger just stopped touching the screen, ignore it?
public bool IgnoreIfUp { set { ignoreIfUp = value; } get { return ignoreIfUp; } } [FSA("IgnoreIfUp")] [SerializeField] private bool ignoreIfUp;
/// If the finger is the mouse hover, ignore it?
public bool IgnoreIfHover { set { ignoreIfHover = value; } get { return ignoreIfHover; } } [SerializeField] private bool ignoreIfHover = 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;
/// Called on every frame the conditions are met.
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [FSA("onDrag")] [SerializeField] private LeanFingerEvent onFinger;
/// 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;
/// This event is invoked when the requirements are met.
/// Vector2 = Position Delta based on your Coordinates setting.
public Vector2Event OnDelta { get { if (onDelta == null) onDelta = new Vector2Event(); return onDelta; } } [FSA("onDragDelta")] [SerializeField] private Vector2Event onDelta;
/// 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 UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent();
}
#endif
protected virtual void Awake()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerUpdate += HandleFingerUpdate;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerUpdate -= HandleFingerUpdate;
}
private void HandleFingerUpdate(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.StartedOverGui == true)
{
return;
}
if (ignoreIsOverGui == true && finger.IsOverGui == true)
{
return;
}
if (ignoreIfStatic == true && finger.ScreenDelta.magnitude <= 0.0f)
{
return;
}
if (ignoreIfDown == true && finger.Down == true)
{
return;
}
if (ignoreIfUp == true && finger.Up == true)
{
return;
}
if (ignoreIfHover == true && finger.Index == LeanTouch.HOVER_FINGER_INDEX)
{
return;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return;
}
if (onFinger != null)
{
onFinger.Invoke(finger);
}
var finalDelta = finger.ScreenDelta;
switch (coordinate)
{
case CoordinateType.ScaledPixels: finalDelta *= LeanTouch.ScalingFactor; break;
case CoordinateType.ScreenPercentage: finalDelta *= LeanTouch.ScreenFactor; break;
}
finalDelta *= multiplier;
if (onDelta != null)
{
onDelta.Invoke(finalDelta);
}
if (onDistance != null)
{
onDistance.Invoke(finalDelta.magnitude);
}
var worldFrom = ScreenDepth.Convert(finger.LastScreenPosition, gameObject);
var worldTo = ScreenDepth.Convert(finger. ScreenPosition, gameObject);
if (onWorldFrom != null)
{
onWorldFrom.Invoke(worldFrom);
}
if (onWorldTo != null)
{
onWorldTo.Invoke(worldTo);
}
if (onWorldDelta != null)
{
onWorldDelta.Invoke(worldTo - worldFrom);
}
if (onWorldFromTo != null)
{
onWorldFromTo.Invoke(worldFrom, worldTo);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanFingerUpdate;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanFingerUpdate_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
Draw("ignoreIsOverGui", "Ignore fingers with OverGui?");
Draw("ignoreIfStatic", "If the finger didn't move, ignore it?");
Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
Draw("ignoreIfDown", "If the finger just began touching the screen, ignore it?");
Draw("ignoreIfUp", "If the finger just stopped touching the screen, ignore it?");
Draw("ignoreIfHover", "If the finger is the mouse hover, ignore it?");
Separator();
var usedA = Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnDelta.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnDistance.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnWorldFrom.GetPersistentEventCount() > 0);
var usedE = Any(tgts, t => t.OnWorldTo.GetPersistentEventCount() > 0);
var usedF = Any(tgts, t => t.OnWorldDelta.GetPersistentEventCount() > 0);
var usedG = Any(tgts, t => t.OnWorldFromTo.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (usedB == true || usedC == 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 (usedB == true || showUnusedEvents == true)
{
Draw("onDelta");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onDistance");
}
if (usedD == true || usedE == true || usedF == true || usedG == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onWorldFrom");
}
if (usedE == true || showUnusedEvents == true)
{
Draw("onWorldTo");
}
if (usedF == true || showUnusedEvents == true)
{
Draw("onWorldDelta");
}
if (usedG == true || showUnusedEvents == true)
{
Draw("onWorldFromTo");
}
}
}
}
#endif