237 lines
7.6 KiB
C#
237 lines
7.6 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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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 component allows you to spawn a prefab at a point relative to a finger and the specified ScreenDepth.
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/// NOTE: To trigger the prefab spawn you must call the Spawn method on this component from somewhere.</summary>
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[HelpURL(LeanTouch.HelpUrlPrefix + "LeanSpawnWithFinger")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Spawn With Finger")]
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public class LeanSpawnWithFinger : MonoBehaviour
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{
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public enum RotateType
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{
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ThisTransform,
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ScreenDepthNormal
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}
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[System.Serializable]
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public class FingerData : LeanFingerData
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{
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public Transform Clone;
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}
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/// <summary>The prefab that this component can spawn.</summary>
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public Transform Prefab { set { prefab = value; } get { return prefab; } } [FSA("Prefab")] [SerializeField] private Transform prefab;
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/// <summary>How should the spawned prefab be rotated?</summary>
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public RotateType RotateTo { set { rotateTo = value; } get { return rotateTo; } } [FSA("RotateTo")] [SerializeField] private RotateType rotateTo;
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/// <summary>Hold on to the spawned clone while the spawning finger is still being held?</summary>
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public bool DragAfterSpawn { set { dragAfterSpawn = value; } get { return dragAfterSpawn; } } [FSA("DragAfterSpawn")] [SerializeField] private bool dragAfterSpawn;
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/// <summary>If the specified prefab is selectable, select it when spawned?</summary>
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public bool SelectOnSpawn { set { selectOnSpawn = value; } get { return selectOnSpawn; } } [SerializeField] private bool selectOnSpawn;
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/// <summary>If you want the spawned component to be a selected with a specific select component, you can specify it here.
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/// None/null = It will be self selected.</summary>
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public LeanSelect SelectWith { set { selectWith = value; } get { return selectWith; } } [SerializeField] private LeanSelect selectWith;
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/// <summary>The conversion method used to find a world point from a screen point.</summary>
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public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.FixedDistance, Physics.DefaultRaycastLayers, 10.0f);
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/// <summary>This allows you to offset the finger position.</summary>
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public Vector2 PixelOffset { set { pixelOffset = value; } get { return pixelOffset; } } [FSA("PixelOffset")] [SerializeField] private Vector2 pixelOffset;
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/// <summary>If you want the pixels to scale based on device resolution, then specify the canvas whose scale you want to use here.</summary>
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public Canvas PixelScale { set { pixelScale = value; } get { return pixelScale; } } [FSA("PixelScale")] [SerializeField] private Canvas pixelScale;
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/// <summary>This allows you to offset the spawned object position.</summary>
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public Vector3 WorldOffset { set { worldOffset = value; } get { return worldOffset; } } [FSA("WorldOffset")] [SerializeField] private Vector3 worldOffset;
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/// <summary>This allows you transform the WorldOffset to be relative to the specified Transform.</summary>
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public Transform WorldRelativeTo { set { worldRelativeTo = value; } get { return worldRelativeTo; } } [FSA("WorldRelativeTo")] [SerializeField] private Transform worldRelativeTo;
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[SerializeField]
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private List<FingerData> fingerDatas;
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private static Stack<FingerData> fingerDataPool = new Stack<FingerData>();
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/// <summary>This will spawn Prefab at the specified finger based on the ScreenDepth setting.</summary>
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public void Spawn(LeanFinger finger)
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{
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if (prefab != null && finger != null)
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{
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// Spawn and position
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var clone = Instantiate(prefab);
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UpdateSpawnedTransform(finger, clone);
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clone.gameObject.SetActive(true);
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if (dragAfterSpawn == true)
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{
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var fingerData = LeanFingerData.FindOrCreate(ref fingerDatas, finger);
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fingerData.Clone = clone;
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}
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// Select?
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if (selectOnSpawn == true)
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{
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var selectable = clone.GetComponent<LeanSelectable>();
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var selectableByFinger = selectable as LeanSelectableByFinger;
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var selectWithByFinger = selectWith as LeanSelectByFinger;
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if (selectableByFinger != null)
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{
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if (selectWithByFinger != null)
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{
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selectWithByFinger.Select(selectableByFinger, finger);
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}
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else if (selectWith != null)
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{
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selectWith.Select(selectableByFinger);
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}
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else
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{
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selectableByFinger.SelectSelf(finger);
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}
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}
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else if (selectable != null)
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{
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if (selectWithByFinger != null)
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{
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selectWithByFinger.Select(selectable, finger);
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}
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else if (selectWith != null)
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{
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selectWith.Select(selectable);
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}
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else
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{
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selectable.SelfSelected = true;
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}
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}
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}
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}
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}
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protected virtual void OnEnable()
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{
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LeanTouch.OnFingerUp += HandleFingerUp;
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}
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protected virtual void OnDisable()
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{
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LeanTouch.OnFingerUp -= HandleFingerUp;
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}
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protected virtual void Update()
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{
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for (var i = fingerDatas.Count - 1; i >= 0; i--)
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{
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var fingerData = fingerDatas[i];
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if (fingerData.Clone != null)
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{
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UpdateSpawnedTransform(fingerData.Finger, fingerData.Clone);
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}
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}
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}
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private void UpdateSpawnedTransform(LeanFinger finger, Transform instance)
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{
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// Grab screen position of finger, and optionally offset it
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var screenPoint = finger.ScreenPosition;
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if (pixelScale != null)
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{
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screenPoint += pixelOffset * pixelScale.scaleFactor;
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}
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else
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{
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screenPoint += pixelOffset;
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}
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// Converted screen position to world position, and optionally offset it
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var worldPoint = ScreenDepth.Convert(screenPoint, gameObject, instance);
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if (worldRelativeTo != null)
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{
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worldPoint += worldRelativeTo.TransformPoint(worldOffset);
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}
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else
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{
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worldPoint += worldOffset;
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}
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// Write position
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instance.position = worldPoint;
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// Write rotation
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switch (rotateTo)
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{
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case RotateType.ThisTransform:
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{
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instance.rotation = transform.rotation;
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}
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break;
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case RotateType.ScreenDepthNormal:
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{
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instance.up = LeanScreenDepth.LastWorldNormal;
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}
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break;
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}
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}
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private void HandleFingerUp(LeanFinger finger)
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{
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LeanFingerData.Remove(fingerDatas, finger, fingerDataPool);
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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 = LeanSpawnWithFinger;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanSpawnWithFinger_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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BeginError(Any(tgts, t => t.Prefab == null));
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Draw("prefab");
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EndError();
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Draw("rotateTo", "How should the spawned prefab be rotated?");
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Draw("dragAfterSpawn", "Hold on to the spawned clone while the spawning finger is still being held?");
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Draw("selectOnSpawn", "If the specified prefab is selectable, select it when spawned?");
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if (Any(tgts, t => t.SelectOnSpawn == true))
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{
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BeginIndent();
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Draw("selectWith", "If you want the spawned component to be a selected with a specific select component, you can specify it here.\n\nNone/null = It will be self selected.");
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EndIndent();
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}
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Draw("ScreenDepth");
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Separator();
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Draw("pixelOffset", "This allows you to offset the finger position.");
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Draw("pixelScale", "If you want the pixels to scale based on device resolution, then specify the canvas whose scale you want to use here.");
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Separator();
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Draw("worldOffset", "This allows you to offset the spawned object position.");
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Draw("worldRelativeTo", "This allows you transform the WorldOffset to be relative to the specified Transform.");
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}
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}
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}
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#endif |