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

160 lines
5.3 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to detect when a specific amount of fingers begin touching the screen.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiDown")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Down")]
public class LeanMultiDown : MonoBehaviour
{
[System.Serializable] public class LeanFingerListEvent : UnityEvent<List<LeanFinger>> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
/// <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>The amount of fingers we are interested in.</summary>
public int RequiredCount { set { requiredCount = value; } get { return requiredCount; } } [FSA("RequiredCount")] [SerializeField] private int requiredCount = 2;
/// <summary>This event will be called if the above conditions are met when you first touch the screen.</summary>
public LeanFingerListEvent OnFingers { get { if (onFingers == null) onFingers = new LeanFingerListEvent(); return onFingers; } } [SerializeField] private LeanFingerListEvent onFingers;
/// <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>This event will be called if the above conditions are met when you first touch the screen.
/// Vector3 = Finger position in world space.</summary>
public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
/// <summary>This event will be called if the above conditions are met when you first touch the screen.
/// Vector2 = Finger position in screen space.</summary>
public Vector2Event OnScreen { get { if (onScreen == null) onScreen = new Vector2Event(); return onScreen; } } [SerializeField] private Vector2Event onScreen;
[System.NonSerialized]
private List<LeanFinger> fingers = new List<LeanFinger>();
#if UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
#endif
protected virtual void Awake()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent<LeanSelectable>();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
LeanTouch.OnFingerUp += HandleFingerUp;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
LeanTouch.OnFingerUp -= HandleFingerUp;
}
private void HandleFingerDown(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.IsOverGui == true)
{
return;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return;
}
fingers.Add(finger);
if (fingers.Count == requiredCount)
{
if (onFingers != null)
{
onFingers.Invoke(fingers);
}
var screenPosition = LeanGesture.GetScreenCenter(fingers);
if (onWorld != null)
{
var worldPosition = ScreenDepth.Convert(screenPosition, gameObject);
onWorld.Invoke(worldPosition);
}
if (onScreen != null)
{
onScreen.Invoke(screenPosition);
}
}
}
private void HandleFingerUp(LeanFinger finger)
{
fingers.Remove(finger);
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanMultiDown;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanMultiDown_Editor : LeanEditor
{
private bool showUnusedEvents;
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.");
Draw("requiredCount", "The amount of fingers we are interested in.");
Separator();
var usedA = Any(tgts, t => t.OnFingers.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnScreen.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onFingers");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onScreen");
}
}
}
}
#endif