hellbound/Assets/Sources/Lean/Touch/Extras/LeanPinchScale.cs

190 lines
6.4 KiB
C#

using UnityEngine;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Touch
{
/// <summary>This component allows you to scale the current GameObject relative to the specified camera using the pinch gesture.</summary>
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanPinchScale")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Pinch Scale")]
public class LeanPinchScale : MonoBehaviour
{
/// <summary>The method used to find fingers to use with this component. See LeanFingerFilter documentation for more information.</summary>
public LeanFingerFilter Use = new LeanFingerFilter(true);
/// <summary>The camera that will be used to calculate the zoom.
/// None/null = MainCamera.</summary>
public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
/// <summary>Should the scaling be performed relative to the finger center?</summary>
public bool Relative { set { relative = value; } get { return relative; } } [FSA("Relative")] [SerializeField] private bool relative;
/// <summary>The sensitivity of the scaling.
/// 1 = Default.
/// 2 = Double.</summary>
public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [FSA("Sensitivity")] [SerializeField] private float sensitivity = 1.0f;
/// <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 = -1.0f;
[SerializeField]
private Vector3 remainingScale;
/// <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();
}
#if UNITY_EDITOR
protected virtual void Reset()
{
Use.UpdateRequiredSelectable(gameObject);
}
#endif
protected virtual void Awake()
{
Use.UpdateRequiredSelectable(gameObject);
}
protected virtual void Update()
{
// Store
var oldScale = transform.localPosition;
// Get the fingers we want to use
var fingers = Use.UpdateAndGetFingers();
// Calculate pinch scale, and make sure it's valid
var pinchScale = LeanGesture.GetPinchScale(fingers);
if (pinchScale != 1.0f)
{
pinchScale = Mathf.Pow(pinchScale, sensitivity);
// Perform the translation if this is a relative scale
if (relative == true)
{
var pinchScreenCenter = LeanGesture.GetScreenCenter(fingers);
if (transform is RectTransform)
{
TranslateUI(pinchScale, pinchScreenCenter);
}
else
{
Translate(pinchScale, pinchScreenCenter);
}
}
transform.localScale *= pinchScale;
remainingScale += transform.localPosition - oldScale;
}
// Get t value
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
// Dampen remainingDelta
var newRemainingScale = Vector3.Lerp(remainingScale, Vector3.zero, factor);
// Shift this transform by the change in delta
transform.localPosition = oldScale + remainingScale - newRemainingScale;
// Update remainingDelta with the dampened value
remainingScale = newRemainingScale;
}
protected virtual void TranslateUI(float pinchScale, Vector2 pinchScreenCenter)
{
var camera = _camera;
if (camera == null)
{
var canvas = transform.GetComponentInParent<Canvas>();
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
{
camera = canvas.worldCamera;
}
}
// Screen position of the transform
var screenPoint = RectTransformUtility.WorldToScreenPoint(camera, transform.position);
// Push the screen position away from the reference point based on the scale
screenPoint.x = pinchScreenCenter.x + (screenPoint.x - pinchScreenCenter.x) * pinchScale;
screenPoint.y = pinchScreenCenter.y + (screenPoint.y - pinchScreenCenter.y) * pinchScale;
// Convert back to world space
var worldPoint = default(Vector3);
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(transform.parent as RectTransform, screenPoint, camera, out worldPoint) == true)
{
transform.position = worldPoint;
}
}
protected virtual void Translate(float pinchScale, Vector2 screenCenter)
{
// Make sure the camera exists
var camera = LeanHelper.GetCamera(_camera, gameObject);
if (camera != null)
{
// Screen position of the transform
var screenPosition = camera.WorldToScreenPoint(transform.position);
// Push the screen position away from the reference point based on the scale
screenPosition.x = screenCenter.x + (screenPosition.x - screenCenter.x) * pinchScale;
screenPosition.y = screenCenter.y + (screenPosition.y - screenCenter.y) * pinchScale;
// Convert back to world space
transform.position = camera.ScreenToWorldPoint(screenPosition);
}
else
{
Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanPinchScale;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanPinchScale_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Use");
Draw("_camera", "The camera that will be used to calculate the zoom.\n\nNone/null = MainCamera.");
Draw("relative", "Should the scaling be performed relative to the finger center?");
Draw("sensitivity", "The sensitivity of the scaling.\n\n1 = Default.\n\n2 = Double.");
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