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

192 lines
5.4 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 perform events while fingers are on top of the current UI element.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanMultiUpdateCanvas")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Multi Update Canvas")]
public class LeanMultiUpdateCanvas : MonoBehaviour
{
[System.Serializable] public class LeanFingerListEvent : UnityEvent<List<LeanFinger>> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
public LeanFingerFilter Use = new LeanFingerFilter(false);
/// <summary>If a finger is currently off the current UI element, ignore it?</summary>
public bool IgnoreIfOff { set { ignoreIfOff = value; } get { return ignoreIfOff; } } [FSA("IgnoreIfOff")] [SerializeField] private bool ignoreIfOff = true;
/// <summary>This event is invoked when the requirements are met.
/// List<LeanFinger> = The fingers that are touching 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>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;
[System.NonSerialized]
private List<LeanFinger> downFingers = new List<LeanFinger>();
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary>
public void AddFinger(LeanFinger finger)
{
Use.AddFinger(finger);
}
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary>
public void RemoveFinger(LeanFinger finger)
{
Use.RemoveFinger(finger);
}
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove all fingers.</summary>
public void RemoveAllFingers()
{
Use.RemoveAllFingers();
}
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;
}
#if UNITY_EDITOR
protected virtual void Reset()
{
Use.UpdateRequiredSelectable(gameObject);
}
#endif
protected virtual void Awake()
{
Use.UpdateRequiredSelectable(gameObject);
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
LeanTouch.OnFingerUp += HandleFingerUp;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
LeanTouch.OnFingerUp -= HandleFingerUp;
}
protected virtual void Update()
{
// Get an initial list of fingers
var fingers = Use.UpdateAndGetFingers();
// Remove fingers that didn't begin on this UI element
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (downFingers.Contains(finger) == false)
{
fingers.RemoveAt(i);
}
}
// Remove fingers that currently aren't on this UI element?
if (ignoreIfOff == true)
{
for (var i = fingers.Count - 1; i >= 0; i--)
{
var finger = fingers[i];
if (ElementOverlapped(finger) == false)
{
fingers.RemoveAt(i);
}
}
}
if (fingers.Count > 0)
{
if (onFingers != null)
{
onFingers.Invoke(fingers);
}
if (onWorld != null)
{
var center = LeanGesture.GetScreenCenter(fingers);
var position = ScreenDepth.Convert(center, gameObject);
onWorld.Invoke(position);
}
}
}
private void HandleFingerDown(LeanFinger finger)
{
if (ElementOverlapped(finger) == true)
{
downFingers.Add(finger);
}
}
private void HandleFingerUp(LeanFinger finger)
{
downFingers.Remove(finger);
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanMultiUpdateCanvas;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanMultiUpdateCanvas_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Draw("ignoreIfOff", "If a finger is currently off the current UI element, ignore it?");
Separator();
var usedA = Any(tgts, t => t.OnFingers.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnWorld.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");
}
}
}
}
#endif