hellbound/Assets/Sources/Lean/Touch+/Scripts/LeanFingerDownCanvas.cs

123 lines
4.0 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component calls OnDown when a finger begins touching the screen on top of this UI element.
/// NOTE: This requires you to enable the RaycastTarget setting on your UI graphic.</summary>
[RequireComponent(typeof(RectTransform))]
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanFingerDownCanvas")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Down Canvas")]
public class LeanFingerDownCanvas : MonoBehaviour
{
[System.Serializable] public class LeanFingerEvent : UnityEvent<LeanFinger> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>Ignore fingers with StartedOverGui?</summary>
public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [FSA("IgnoreStartedOverGui")] [SerializeField] private bool ignoreStartedOverGui = true;
/// <summary>If the specified object is set and isn't selected, then this component will do nothing.</summary>
public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [FSA("RequiredSelectable")] [SerializeField] private LeanSelectable requiredSelectable;
/// <summary>Called on the first frame the conditions are met.</summary>
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [FormerlySerializedAs("onDown")] [FormerlySerializedAs("OnDown")] [SerializeField] private LeanFingerEvent onFinger;
/// <summary>The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.</summary>
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
/// <summary>Called on the first frame the conditions are met.
/// Vector3 = Start point based on the ScreenDepth settings.</summary>
public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
public bool ElementOverlapped(LeanFinger finger)
{
var results = LeanTouch.RaycastGui(finger.ScreenPosition, -1);
if (results != null && results.Count > 0)
{
if (results[0].gameObject == gameObject)
{
return true;
}
}
return false;
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
}
private void HandleFingerDown(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.IsOverGui == true)
{
return;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return;
}
if (ElementOverlapped(finger) == true)
{
if (onFinger != null)
{
onFinger.Invoke(finger);
}
if (onWorld != null)
{
var position = ScreenDepth.Convert(finger.StartScreenPosition, gameObject);
onWorld.Invoke(position);
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanFingerDownCanvas;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanFingerDownCanvas_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
Separator();
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0) == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0) == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
}
}
}
#endif