142 lines
4.5 KiB
C#
142 lines
4.5 KiB
C#
using UnityEngine;
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using Lean.Common;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Touch
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{
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/// <summary>This component allows you to translate the current Rigidbody2D GameObject.</summary>
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[RequireComponent(typeof(Rigidbody2D))]
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanDragTranslateRigidbody2D")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drag Translate Rigidbody2D")]
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public class LeanDragTranslateRigidbody2D : MonoBehaviour
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{
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/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
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public LeanFingerFilter Use = new LeanFingerFilter(true);
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/// <summary>The camera this component will calculate using.
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/// None/null = MainCamera.</summary>
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public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = 10.0f;
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[System.NonSerialized]
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private Rigidbody2D cachedRigidbody;
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private Camera cachedCamera;
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private bool targetSet;
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private Vector3 targetScreenPoint;
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
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public void AddFinger(LeanFinger finger)
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{
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Use.AddFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
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public void RemoveFinger(LeanFinger finger)
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{
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Use.RemoveFinger(finger);
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}
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/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
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public void RemoveAllFingers()
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{
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Use.RemoveAllFingers();
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}
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#if UNITY_EDITOR
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protected virtual void Reset()
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{
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Use.UpdateRequiredSelectable(gameObject);
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}
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#endif
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protected virtual void Awake()
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{
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Use.UpdateRequiredSelectable(gameObject);
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}
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protected virtual void OnEnable()
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{
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cachedRigidbody = GetComponent<Rigidbody2D>();
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}
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protected virtual void FixedUpdate()
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{
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// Make sure the camera exists and the targetScreenPoint is set
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if (cachedCamera != null && targetSet == true)
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{
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// Calculate required velocity to arrive in one FixedUpdate
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var oldPosition = transform.position;
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var newPosition = cachedCamera.ScreenToWorldPoint(targetScreenPoint);
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var velocity = (newPosition - oldPosition) / Time.fixedDeltaTime;
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var factor = LeanHelper.GetDampenFactor(damping, Time.fixedDeltaTime);
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// Apply the velocity
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cachedRigidbody.velocity = velocity * factor;
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}
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}
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protected virtual void Update()
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{
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// Get the fingers we want to use
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var fingers = Use.UpdateAndGetFingers();
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// Make sure the camera exists
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cachedCamera = LeanHelper.GetCamera(_camera, gameObject);
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if (cachedCamera != null)
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{
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if (fingers.Count > 0)
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{
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// If it's the first frame the fingers are down, grab the current screen point of this GameObject
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if (targetSet == false)
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{
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targetSet = true;
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targetScreenPoint = cachedCamera.WorldToScreenPoint(transform.position);
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}
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// Shift target point based on finger deltas
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targetScreenPoint += (Vector3)LeanGesture.GetScreenDelta(fingers);
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}
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// Unset if no fingers are down
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else
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{
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targetSet = false;
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}
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}
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else
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{
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Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Touch.Editor
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{
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using TARGET = LeanDragTranslateRigidbody2D;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanDragTranslateRigidbody2D_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("Use");
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Draw("_camera", "The camera this component will calculate using.\n\nNone/null = MainCamera.");
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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.");
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}
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}
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}
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#endif |