hellbound/Assets/Sources/Feel/MMTools/Tools/MMControls/MMTouchAxis.cs

173 lines
4.9 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace MoreMountains.Tools
{
[System.Serializable]
public class AxisEvent : UnityEvent<float> {}
/// <summary>
/// Add this component to a GUI Image to have it act as an axis.
/// Bind pressed down, pressed continually and released actions to it from the inspector
/// Handles mouse and multi touch
/// </summary>
[RequireComponent(typeof(Rect))]
[RequireComponent(typeof(CanvasGroup))]
[AddComponentMenu("More Mountains/Tools/Controls/MMTouchAxis")]
public class MMTouchAxis : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler
{
public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp }
[Header("Binding")]
/// The method(s) to call when the axis gets pressed down
public UnityEvent AxisPressedFirstTime;
/// The method(s) to call when the axis gets released
public UnityEvent AxisReleased;
/// The method(s) to call while the axis is being pressed
public AxisEvent AxisPressed;
[Header("Pressed Behaviour")]
[MMInformation("Here you can set the opacity of the button when it's pressed. Useful for visual feedback.",MMInformationAttribute.InformationType.Info,false)]
/// the new opacity to apply to the canvas group when the axis is pressed
public float PressedOpacity = 0.5f;
/// the value to send the bound method when the axis is pressed
public float AxisValue;
[Header("Mouse Mode")]
[MMInformation("If you set this to true, you'll need to actually press the axis for it to be triggered, otherwise a simple hover will trigger it (better for touch input).", MMInformationAttribute.InformationType.Info,false)]
/// If you set this to true, you'll need to actually press the axis for it to be triggered, otherwise a simple hover will trigger it (better for touch input).
public bool MouseMode = false;
public ButtonStates CurrentState { get; protected set; }
protected CanvasGroup _canvasGroup;
protected float _initialOpacity;
/// <summary>
/// On Start, we get our canvasgroup and set our initial alpha
/// </summary>
protected virtual void Awake()
{
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup!=null)
{
_initialOpacity = _canvasGroup.alpha;
}
ResetButton();
}
/// <summary>
/// Every frame, if the touch zone is pressed, we trigger the bound method if it exists
/// </summary>
protected virtual void Update()
{
if (AxisPressed != null)
{
if (CurrentState == ButtonStates.ButtonPressed)
{
AxisPressed.Invoke(AxisValue);
}
}
}
/// <summary>
/// At the end of every frame, we change our button's state if needed
/// </summary>
protected virtual void LateUpdate()
{
if (CurrentState == ButtonStates.ButtonUp)
{
CurrentState = ButtonStates.Off;
}
if (CurrentState == ButtonStates.ButtonDown)
{
CurrentState = ButtonStates.ButtonPressed;
}
}
/// <summary>
/// Triggers the bound pointer down action
/// </summary>
public virtual void OnPointerDown(PointerEventData data)
{
if (CurrentState != ButtonStates.Off)
{
return;
}
CurrentState = ButtonStates.ButtonDown;
if (_canvasGroup!=null)
{
_canvasGroup.alpha=PressedOpacity;
}
if (AxisPressedFirstTime!=null)
{
AxisPressedFirstTime.Invoke();
}
}
/// <summary>
/// Triggers the bound pointer up action
/// </summary>
public virtual void OnPointerUp(PointerEventData data)
{
if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown)
{
return;
}
CurrentState = ButtonStates.ButtonUp;
if (_canvasGroup!=null)
{
_canvasGroup.alpha=_initialOpacity;
}
if (AxisReleased != null)
{
AxisReleased.Invoke();
}
AxisPressed.Invoke(0);
}
/// <summary>
/// OnEnable, we reset our button state
/// </summary>
protected virtual void OnEnable()
{
ResetButton();
}
/// <summary>
/// Resets the button's state and opacity
/// </summary>
protected virtual void ResetButton()
{
CurrentState = ButtonStates.Off;
_canvasGroup.alpha = _initialOpacity;
CurrentState = ButtonStates.Off;
}
/// <summary>
/// Triggers the bound pointer enter action when touch enters zone
/// </summary>
public virtual void OnPointerEnter(PointerEventData data)
{
if (!MouseMode)
{
OnPointerDown (data);
}
}
/// <summary>
/// Triggers the bound pointer exit action when touch is out of zone
/// </summary>
public virtual void OnPointerExit(PointerEventData data)
{
if (!MouseMode)
{
OnPointerUp(data);
}
}
}
}