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

156 lines
4.8 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component shows you a basic implementation of a block in a match-3 style game.</summary>
[ExecuteInEditMode]
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanSelectableBlock")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Selectable Block")]
public class LeanSelectableBlock : LeanSelectableByFingerBehaviour
{
// This stores a list of all blocks
public static List<LeanSelectableBlock> Instances = new List<LeanSelectableBlock>();
/// <summary>Current X grid coordinate of this block.</summary>
public int X { set { x = value; } get { return x; } } [FSA("X")] [SerializeField] private int x;
/// <summary>Current Y grid coordinate of this block.</summary>
public int Y { set { y = value; } get { return y; } } [FSA("Y")] [SerializeField] private int y;
/// <summary>The size of the block in world space.</summary>
public float BlockSize { set { blockSize = value; } get { return blockSize; } } [FSA("BlockSize")] [SerializeField] private float blockSize = 2.5f;
/// <summary>Auto deselect this block when swapping?</summary>
public bool DeselectOnSwap { set { deselectOnSwap = value; } get { return deselectOnSwap; } } [FSA("DeselectOnSwap")] [SerializeField] private bool deselectOnSwap = true;
/// <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.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = 10.0f;
public static LeanSelectableBlock FindBlock(int x, int y)
{
for (var i = Instances.Count - 1; i >= 0; i--)
{
var block = Instances[i];
if (block.x == x && block.y == y)
{
return block;
}
}
return null;
}
protected override void OnEnable()
{
base.OnEnable();
Instances.Add(this);
}
protected override void OnDisable()
{
base.OnDisable();
Instances.Remove(this);
}
public static void Swap(LeanSelectableBlock a, LeanSelectableBlock b)
{
var tempX = a.x;
var tempY = a.y;
a.x = b.x;
a.y = b.y;
b.x = tempX;
b.y = tempY;
}
protected virtual void Update()
{
// Is this selected and has a selecting finger?
if (Selectable != null && Selectable.IsSelected == true)
{
var finger = Selectable.SelectingFinger;
if (finger != null)
{
// Camera exists?
var camera = LeanHelper.GetCamera(null);
if (camera != null)
{
// Find the screen point of the finger using the depth of this block
var screenPoint = new Vector3(finger.ScreenPosition.x, finger.ScreenPosition.y, camera.WorldToScreenPoint(transform.position).z);
// Find the world space point under the finger
var worldPoint = camera.ScreenToWorldPoint(screenPoint);
// Find the block coordinate at this point
var dragX = Mathf.RoundToInt(worldPoint.x / blockSize);
var dragY = Mathf.RoundToInt(worldPoint.y / blockSize);
// Is this block right next to this one?
var distX = Mathf.Abs(x - dragX);
var distY = Mathf.Abs(y - dragY);
if (distX + distY == 1)
{
// Swap blocks if one exists at this coordinate
var block = FindBlock(dragX, dragY);
if (block != null)
{
Swap(this, block);
if (deselectOnSwap == true)
{
Selectable.Deselect();
}
}
}
}
}
}
// Smoothly move to new position
var targetPosition = Vector3.zero;
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
targetPosition.x = x * blockSize;
targetPosition.y = y * blockSize;
transform.localPosition = Vector3.Lerp(transform.localPosition, targetPosition, factor);
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanSelectableBlock;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanSelectableBlock_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("x", "Current X grid coordinate of this block.");
Draw("y", "Current Y grid coordinate of this block.");
Draw("blockSize", "The size of the block in world space.");
Draw("deselectOnSwap", "Auto deselect this block when swapping?");
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.");
}
}
}
#endif