hellbound/Assets/Sources/Lean/GUI/Scripts/LeanOrientation.cs

341 lines
18 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using Lean.Transition;
using Lean.Common;
namespace Lean.Gui
{
/// <summary>This component allows you make a UI element based on the current device orientation.</summary>
[ExecuteInEditMode]
[RequireComponent(typeof(RectTransform))]
[HelpURL(LeanGui.HelpUrlPrefix + "LeanOrientation")]
[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Orientation")]
public class LeanOrientation : MonoBehaviour
{
/// <summary>Should the RectTransform.anchoredPosition setting change based on device orientation?</summary>
public bool AnchoredPosition { set { anchoredPosition = value; dirty = true; } get { return anchoredPosition; } } [SerializeField] private bool anchoredPosition;
/// <summary>The RectTransform.anchoredPosition value when in landscape mode.</summary>
public Vector2 AnchoredPositionL { set { anchoredPositionL = value; dirty = true; } get { return anchoredPositionL; } } [SerializeField] private Vector2 anchoredPositionL;
/// <summary>The RectTransform.anchoredPosition value when in portrait mode.</summary>
public Vector2 AnchoredPositionP { set { anchoredPositionP = value; dirty = true; } get { return anchoredPositionP; } } [SerializeField] private Vector2 anchoredPositionP;
/// <summary>Should the RectTransform.sizeDelta setting change based on device orientation?</summary>
public bool SizeDelta { set { sizeDelta = value; dirty = true; } get { return sizeDelta; } } [SerializeField] private bool sizeDelta;
/// <summary>The RectTransform.sizeDelta value when in landscape mode.</summary>
public Vector2 SizeDeltaL { set { sizeDeltaL = value; dirty = true; } get { return sizeDeltaL; } } [SerializeField] private Vector2 sizeDeltaL;
/// <summary>The RectTransform.sizeDelta value when in portrait mode.</summary>
public Vector2 SizeDeltaP { set { sizeDeltaP = value; dirty = true; } get { return sizeDeltaP; } } [SerializeField] private Vector2 sizeDeltaP;
/// <summary>Should the RectTransform.anchorMin setting change based on device orientation?</summary>
public bool AnchorMin { set { anchorMin = value; dirty = true; } get { return anchorMin; } } [SerializeField] private bool anchorMin;
/// <summary>The RectTransform.anchorMin value when in landscape mode.</summary>
public Vector2 AnchorMinL { set { anchorMinL = value; dirty = true; } get { return anchorMinL; } } [SerializeField] private Vector2 anchorMinL;
/// <summary>The RectTransform.anchorMin value when in portrait mode.</summary>
public Vector2 AnchorMinP { set { anchorMinP = value; dirty = true; } get { return anchorMinP; } } [SerializeField] private Vector2 anchorMinP;
/// <summary>Should the RectTransform.anchorMax setting change based on device orientation?</summary>
public bool AnchorMax { set { anchorMax = value; dirty = true; } get { return anchorMax; } } [SerializeField] private bool anchorMax;
/// <summary>The RectTransform.anchorMax value when in landscape mode.</summary>
public Vector2 AnchorMaxL { set { anchorMaxL = value; dirty = true; } get { return anchorMaxL; } } [SerializeField] private Vector2 anchorMaxL;
/// <summary>The RectTransform.anchorMax value when in portrait mode.</summary>
public Vector2 AnchorMaxP { set { anchorMaxP = value; dirty = true; } get { return anchorMaxP; } } [SerializeField] private Vector2 anchorMaxP;
/// <summary>Should the RectTransform.offsetMin setting change based on device orientation?</summary>
public bool OffsetMin { set { offsetMin = value; dirty = true; } get { return offsetMin; } } [SerializeField] private bool offsetMin;
/// <summary>The RectTransform.offsetMin value when in landscape mode.</summary>
public Vector2 OffsetMinL { set { offsetMinL = value; dirty = true; } get { return offsetMinL; } } [SerializeField] private Vector2 offsetMinL;
/// <summary>The RectTransform.offsetMin value when in portrait mode.</summary>
public Vector2 OffsetMinP { set { offsetMinP = value; dirty = true; } get { return offsetMinP; } } [SerializeField] private Vector2 offsetMinP;
/// <summary>Should the RectTransform.offsetMax setting change based on device orientation?</summary>
public bool OffsetMax { set { offsetMax = value; dirty = true; } get { return offsetMax; } } [SerializeField] private bool offsetMax;
/// <summary>The RectTransform.offsetMax value when in landscape mode.</summary>
public Vector2 OffsetMaxL { set { offsetMaxL = value; dirty = true; } get { return offsetMaxL; } } [SerializeField] private Vector2 offsetMaxL;
/// <summary>The RectTransform.offsetMax value when in portrait mode.</summary>
public Vector2 OffsetMaxP { set { offsetMaxP = value; dirty = true; } get { return offsetMaxP; } } [SerializeField] private Vector2 offsetMaxP;
/// <summary>Should the RectTransform.pivot setting change based on device orientation?</summary>
public bool Pivot { set { pivot = value; dirty = true; } get { return pivot; } } [SerializeField] private bool pivot;
/// <summary>The RectTransform.pivot value when in landscape mode.</summary>
public Vector2 PivotL { set { pivotL = value; dirty = true; } get { return pivotL; } } [SerializeField] private Vector2 pivotL;
/// <summary>The RectTransform.pivot value when in portrait mode.</summary>
public Vector2 PivotP { set { pivotP = value; dirty = true; } get { return pivotP; } } [SerializeField] private Vector2 pivotP;
/// <summary>Should the RectTransform.localRotation setting change based on device orientation?</summary>
public bool LocalRotation { set { localRotation = value; dirty = true; } get { return localRotation; } } [SerializeField] private bool localRotation;
/// <summary>The RectTransform.localRotation value when in landscape mode.</summary>
public Quaternion LocalRotationL { set { localRotationL = value; dirty = true; } get { return localRotationL; } } [SerializeField] private Quaternion localRotationL = Quaternion.identity;
/// <summary>The RectTransform.localRotation value when in portrait mode.</summary>
public Quaternion LocalRotationP { set { localRotationP = value; dirty = true; } get { return localRotationP; } } [SerializeField] private Quaternion localRotationP = Quaternion.identity;
/// <summary>Should the RectTransform.localScale setting change based on device orientation?</summary>
public bool LocalScale { set { localScale = value; dirty = true; } get { return localScale; } } [SerializeField] private bool localScale;
/// <summary>The RectTransform.localScale value when in landscape mode.</summary>
public Vector3 LocalScaleL { set { localScaleL = value; dirty = true; } get { return localScaleL; } } [SerializeField] private Vector3 localScaleL;
/// <summary>The RectTransform.localScale value when in portrait mode.</summary>
public Vector3 LocalScaleP { set { localScaleP = value; dirty = true; } get { return localScaleP; } } [SerializeField] private Vector3 localScaleP;
/// <summary>This allows you to perform a transition when the orientation changes to landscape.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Portrait Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer LandscapeTransitions { get { if (landscapeTransitions == null) landscapeTransitions = new LeanPlayer(); return landscapeTransitions; } } [SerializeField] private LeanPlayer landscapeTransitions;
/// <summary>This allows you to perform a transition when the orientation changes to portrait.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Landscape Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer PortraitTransitions { get { if (portraitTransitions == null) portraitTransitions = new LeanPlayer(); return portraitTransitions; } } [SerializeField] private LeanPlayer portraitTransitions;
/// <summary>This event will be invoked when the orientation changes to landscape.</summary>
public UnityEvent OnLandscape { get { if (onLandscape == null) onLandscape = new UnityEvent(); return onLandscape; } } [SerializeField] private UnityEvent onLandscape;
/// <summary>This event will be invoked when the orientation changes to portrait.</summary>
public UnityEvent OnPortrait { get { if (onPortrait == null) onPortrait = new UnityEvent(); return onPortrait; } } [SerializeField] private UnityEvent onPortrait;
[SerializeField]
private bool landscape;
[System.NonSerialized]
private bool dirty;
[System.NonSerialized]
private RectTransform cachedRectTransform;
[System.NonSerialized]
private bool cachedRectTransformSet;
/// <summary>This will copy the current RectTransform settings to the <b>Landscape</b> settings.</summary>
[ContextMenu("Copy To Landscape")]
public void CopyToLandscape()
{
UpdateCachedRectTransform();
anchoredPositionL = cachedRectTransform.anchoredPosition;
sizeDeltaL = cachedRectTransform.sizeDelta;
anchorMinL = cachedRectTransform.anchorMin;
anchorMaxL = cachedRectTransform.anchorMax;
offsetMinL = cachedRectTransform.offsetMin;
offsetMaxL = cachedRectTransform.offsetMax;
pivotL = cachedRectTransform.pivot;
localRotationL = cachedRectTransform.localRotation;
localScaleL = cachedRectTransform.localScale;
}
/// <summary>This will copy the current RectTransform settings to the <b>Portrait</b> settings.</summary>
[ContextMenu("Copy To Portrait")]
public void CopyToPortrait()
{
UpdateCachedRectTransform();
anchoredPositionP = cachedRectTransform.anchoredPosition;
sizeDeltaP = cachedRectTransform.sizeDelta;
anchorMinP = cachedRectTransform.anchorMin;
anchorMaxP = cachedRectTransform.anchorMax;
offsetMinP = cachedRectTransform.offsetMin;
offsetMaxP = cachedRectTransform.offsetMax;
pivotP = cachedRectTransform.pivot;
localRotationP = cachedRectTransform.localRotation;
localScaleP = cachedRectTransform.localScale;
}
/// <summary>This forces the orientation to update now.
/// NOTE: This will call OnLandscape/OnPortrait again.</summary>
[ContextMenu("Update Orientation")]
public void UpdateOrientation()
{
dirty = false;
landscape = Screen.width > Screen.height;
UpdateCachedRectTransform();
if (anchoredPosition == true) cachedRectTransform.anchoredPosition = landscape == true ? anchoredPositionL : anchoredPositionP;
if (sizeDelta == true) cachedRectTransform.sizeDelta = landscape == true ? sizeDeltaL : sizeDeltaP;
if (anchorMin == true) cachedRectTransform.anchorMin = landscape == true ? anchorMinL : anchorMinP;
if (anchorMax == true) cachedRectTransform.anchorMax = landscape == true ? anchorMaxL : anchorMaxP;
if (offsetMin == true) cachedRectTransform.offsetMin = landscape == true ? offsetMinL : offsetMinP;
if (offsetMax == true) cachedRectTransform.offsetMax = landscape == true ? offsetMaxL : offsetMaxP;
if (pivot == true) cachedRectTransform.pivot = landscape == true ? pivotL : pivotP;
if (localRotation == true) cachedRectTransform.localRotation = landscape == true ? localRotationL : localRotationP;
if (localScale == true)cachedRectTransform.localScale = landscape == true ? localScaleL : localScaleP;
if (landscape == true)
{
if (landscapeTransitions != null)
{
landscapeTransitions.Begin();
}
if (onLandscape != null)
{
onLandscape.Invoke();
}
}
else
{
if (portraitTransitions != null)
{
portraitTransitions.Begin();
}
if (onPortrait != null)
{
onPortrait.Invoke();
}
}
}
protected virtual void Update()
{
if (dirty == true || landscape != Screen.width > Screen.height)
{
UpdateOrientation();
}
}
private void UpdateCachedRectTransform()
{
if (cachedRectTransformSet == false)
{
cachedRectTransform = GetComponent<RectTransform>();
cachedRectTransformSet = true;
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Gui.Editor
{
using UnityEditor;
using TARGET = LeanOrientation;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanOrientation_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Copy To Landscape") == true)
{
Each(tgts, t => t.CopyToLandscape(), true);
}
if (GUILayout.Button("Copy To Portrait") == true)
{
Each(tgts, t => t.CopyToPortrait(), true);
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Update Orientation") == true)
{
Each(tgts, t => t.UpdateOrientation(), true);
}
Separator();
Draw("anchoredPosition", "Should the RectTransform.AnchoredPosition setting change based on device orientation?");
if (Any(tgts, t => t.AnchoredPosition == true))
{
BeginIndent();
Draw("anchoredPositionL", "The RectTransform.anchoredPosition value when in landscape mode.", "Landscape");
Draw("anchoredPositionP", "The RectTransform.anchoredPosition value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("sizeDelta", "Should the RectTransform.SizeDelta setting change based on device orientation?");
if (Any(tgts, t => t.SizeDelta == true))
{
BeginIndent();
Draw("sizeDeltaL", "The RectTransform.sizeDelta value when in landscape mode.", "Landscape");
Draw("sizeDeltaP", "The RectTransform.sizeDelta value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("anchorMin", "Should the RectTransform.anchorMin setting change based on device orientation?");
if (Any(tgts, t => t.AnchorMin == true))
{
BeginIndent();
Draw("anchorMinL", "The RectTransform.anchorMin value when in landscape mode.", "Landscape");
Draw("anchorMinP", "The RectTransform.anchorMin value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("anchorMax", "Should the RectTransform.anchorMax setting change based on device orientation?");
if (Any(tgts, t => t.AnchorMax == true))
{
BeginIndent();
Draw("anchorMaxL", "The RectTransform.anchorMax value when in landscape mode.", "Landscape");
Draw("anchorMaxP", "The RectTransform.anchorMax value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("offsetMin", "Should the RectTransform.offsetMin setting change based on device orientation?");
if (Any(tgts, t => t.OffsetMin == true))
{
BeginIndent();
Draw("offsetMinL", "The RectTransform.offsetMin value when in landscape mode.", "Landscape");
Draw("offsetMinP", "The RectTransform.offsetMin value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("offsetMax", "Should the RectTransform.offsetMax setting change based on device orientation?");
if (Any(tgts, t => t.OffsetMax == true))
{
BeginIndent();
Draw("offsetMaxL", "The RectTransform.offsetMax value when in landscape mode.", "Landscape");
Draw("offsetMaxP", "The RectTransform.offsetMax value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("pivot", "Should the RectTransform.pivot setting change based on device orientation?");
if (Any(tgts, t => t.Pivot == true))
{
BeginIndent();
Draw("pivotL", "The RectTransform.pivot value when in landscape mode.", "Landscape");
Draw("pivotP", "The RectTransform.pivot value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("localRotation", "Should the RectTransform.localRotation setting change based on device orientation?");
if (Any(tgts, t => t.LocalRotation == true))
{
BeginIndent();
DrawEulerAngles("localRotationL", "The RectTransform.localRotation value when in landscape mode.", "Landscape");
DrawEulerAngles("localRotationP", "The RectTransform.localRotation value when in portrait mode.", "Portrait");
EndIndent();
}
Draw("localScale", "Should the RectTransform.localScale setting change based on device orientation?");
if (Any(tgts, t => t.LocalScale == true))
{
BeginIndent();
Draw("localScaleL", "The RectTransform.localScale value when in landscape mode.", "Landscape");
Draw("localScaleP", "The RectTransform.localScale value when in portrait mode.", "Portrait");
EndIndent();
}
Separator();
Draw("landscapeTransitions", "This allows you to perform a transition when the orientation changes to landscape. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Portrait Transitions setting using a matching transition component.");
Draw("portraitTransitions", "This allows you to perform a transition when the orientation changes to portrait. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the Graphic.color Transition (LeanGraphicColor) component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Landscape Transitions setting using a matching transition component.");
Separator();
Draw("onLandscape");
Draw("onPortrait");
}
}
}
#endif