203 lines
6.4 KiB
C#
203 lines
6.4 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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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 script allows you to change the color of the SpriteRenderer attached to the current GameObject.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanSelectableDrop")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Selectable Drop")]
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public class LeanSelectableDrop : LeanSelectableByFingerBehaviour
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{
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[System.Serializable] public class GameObjectEvent : UnityEvent<GameObject> {}
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[System.Serializable] public class IDropHandlerEvent : UnityEvent<IDropHandler> {}
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public enum SelectType
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{
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Raycast3D,
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Overlap2D,
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CanvasUI
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}
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public enum SearchType
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{
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GetComponent,
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GetComponentInParent,
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GetComponentInChildren
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}
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public SelectType SelectUsing { set { selectUsing = value; } get { return selectUsing; } } [FSA("SelectUsing")] [SerializeField] private SelectType selectUsing;
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/// <summary>This stores the layers we want the raycast/overlap to hit.</summary>
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public LayerMask Layers { set { layers = value; } get { return layers; } } [FSA("LayerMask")] [SerializeField] private LayerMask layers = Physics.DefaultRaycastLayers;
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/// <summary>The GameObject you drop this on must have this tag.
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/// Empty = No tag required.</summary>
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public string RequiredTag { set { requiredTag = value; } get { return requiredTag; } } [FSA("RequiredTag")] [SerializeField] private string requiredTag;
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/// <summary>How should the IDropHandler be searched for on the dropped GameObject?</summary>
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public SearchType Search { set { search = value; } get { return search; } } [FSA("Search")] [SerializeField] private SearchType search;
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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>Called on the first frame the conditions are met.
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/// GameObject = The GameObject instance this was dropped on.</summary>
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public GameObjectEvent OnGameObject { get { if (onGameObject == null) onGameObject = new GameObjectEvent(); return onGameObject; } } [SerializeField] private GameObjectEvent onGameObject;
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/// <summary>Called on the first frame the conditions are met.
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/// IDropHandler = The IDropHandler instance this was dropped on.</summary>
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public IDropHandlerEvent OnDropHandler { get { if (onDropHandler == null) onDropHandler = new IDropHandlerEvent(); return onDropHandler; } } [SerializeField] private IDropHandlerEvent onDropHandler;
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//private static RaycastHit[] raycastHits = new RaycastHit[1024];
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private static RaycastHit2D[] raycastHit2Ds = new RaycastHit2D[1024];
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protected override void OnSelectedFingerUp(LeanFinger finger)
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{
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// Stores the component we hit (Collider or Collider2D)
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var component = default(Component);
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switch (selectUsing)
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{
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case SelectType.Raycast3D:
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{
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// Make sure the camera exists
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var camera = LeanHelper.GetCamera(_camera, gameObject);
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if (camera != null)
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{
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var ray = camera.ScreenPointToRay(finger.ScreenPosition);
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var hit = default(RaycastHit);
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if (Physics.Raycast(ray, out hit, float.PositiveInfinity, layers) == true)
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{
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component = hit.collider;
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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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break;
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case SelectType.Overlap2D:
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{
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// Make sure the camera exists
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var camera = LeanHelper.GetCamera(_camera, gameObject);
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if (camera != null)
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{
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var ray = camera.ScreenPointToRay(finger.ScreenPosition);
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var count = Physics2D.GetRayIntersectionNonAlloc(ray, raycastHit2Ds, float.PositiveInfinity, layers);
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if (count > 0)
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{
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component = raycastHit2Ds[0].transform;
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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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break;
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case SelectType.CanvasUI:
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{
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var results = LeanTouch.RaycastGui(finger.ScreenPosition, layers);
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if (results != null && results.Count > 0)
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{
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component = results[0].gameObject.transform;
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}
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}
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break;
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}
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// Select the component
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Drop(finger, component);
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}
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private void Drop(LeanFinger finger, Component component)
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{
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var dropHandler = default(IDropHandler);
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if (component != null)
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{
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switch (search)
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{
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case SearchType.GetComponent: dropHandler = component.GetComponent <IDropHandler>(); break;
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case SearchType.GetComponentInParent: dropHandler = component.GetComponentInParent <IDropHandler>(); break;
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case SearchType.GetComponentInChildren: dropHandler = component.GetComponentInChildren<IDropHandler>(); break;
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}
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}
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if (dropHandler != null)
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{
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if (string.IsNullOrEmpty(requiredTag) == false)
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{
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if (component.tag != requiredTag)
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{
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return;
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}
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}
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dropHandler.HandleDrop(gameObject, finger);
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if (onGameObject != null)
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{
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onGameObject.Invoke(component.gameObject);
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}
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if (onDropHandler != null)
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{
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onDropHandler.Invoke(dropHandler);
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}
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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 = LeanSelectableDrop;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSelectableDrop_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("selectUsing");
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Draw("layers", "This stores the layers we want the raycast/overlap to hit.");
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Draw("requiredTag", "The GameObject you drop this on must have this tag.\n\nEmpty = No tag required.");
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Draw("search", "How should the IDropHandler be searched for on the dropped GameObject?");
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Draw("_camera", "The camera used to calculate the ray.\n\nNone = MainCamera.");
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Separator();
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var usedA = Any(tgts, t => t.OnGameObject.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnDropHandler.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onGameObject");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onDropHandler");
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}
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}
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}
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}
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#endif |