211 lines
7.5 KiB
C#
211 lines
7.5 KiB
C#
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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namespace CurvedUI
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{
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#if !UNITY_5_1 && !UNITY_5_2
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/// <summary>
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/// Creates a recttransform caret with image component that can be curved with curvedUI. Hides inputfield's original caret.
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/// </summary>
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public class CurvedUIInputFieldCaret : MonoBehaviour, ISelectHandler, IDeselectHandler
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{
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//references
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InputField myField;
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RectTransform myCaret;
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Color origCaretColor;
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Color origSelectionColor;
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//variables
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bool selected = false;
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bool selectingText = false;
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//settings
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int lastCharDist = 2;
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void Awake()
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{
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myField = this.GetComponent<InputField>();
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}
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void Update()
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{
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//only update the caret's position when the field is selected.
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if (selected)
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UpdateCaret();
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}
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/// <summary>
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/// On select, set the caret active and start blinker coroutine.
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/// </summary>
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/// <param name="eventData"></param>
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public void OnSelect(BaseEventData eventData)
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{
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if (myCaret == null)
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CreateCaret();
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selected = true;
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myCaret.gameObject.SetActive(true);
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StartCoroutine(CaretBlinker());
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}
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/// <summary>
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/// Hide the caret on deselect.
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/// </summary>
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/// <param name="eventData"></param>
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public void OnDeselect(BaseEventData eventData)
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{
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selected = false;
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myCaret.gameObject.SetActive(false);
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}
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/// <summary>
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/// Simple blinker. Blinks the caret if inputfield is selected and user is not selecting text.
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/// </summary>
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/// <returns></returns>
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IEnumerator CaretBlinker()
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{
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while (selected)
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{
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myCaret.gameObject.SetActive(selectingText ? true : !myCaret.gameObject.activeSelf);
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yield return new WaitForSeconds(0.5f / (float)myField.caretBlinkRate);
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}
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}
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void CreateCaret()
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{
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//lets create a curvedui caret and copy the settings from our input field
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GameObject go = new GameObject("CurvedUICaret");
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go.AddComponent<RectTransform>();
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go.AddComponent<Image>();
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go.AddComponent<CurvedUIVertexEffect>();
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go.transform.SetParent(this.transform);
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go.transform.localScale = Vector3.one;
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(go.transform as RectTransform).anchoredPosition3D = Vector3.zero;
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//(go.transform as RectTransform).pivot = new Vector2(0, 0.5f);
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(go.transform as RectTransform).pivot = new Vector2(0, 1.0f);
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go.GetComponent<Image>().color = myField.caretColor;
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myCaret = go.transform as RectTransform;
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go.transform.SetAsFirstSibling();
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//save original color and hide the original caret
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myField.customCaretColor = true;
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origCaretColor = myField.caretColor;
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myField.caretColor = new Color(0, 0, 0, 0);
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origSelectionColor = myField.selectionColor;
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myField.selectionColor = new Color(0, 0, 0, 0);
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go.gameObject.SetActive(false);
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}
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void UpdateCaret()
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{
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if (myCaret == null)
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CreateCaret();
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//Debug.Log("caret:" + myField.caretPosition + " / focus:"+ myField.selectionFocusPosition + " / anchor:" + myField.selectionAnchorPosition + " / charc:" + myField.textComponent.cachedTextGenerator.characterCount + " / charvis:" + myField.textComponent.cachedTextGenerator.characterCountVisible);
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Vector2 newCaretPos = GetLocalPositionInText(myField.caretPosition);
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//RectTransform originalCaret = (RectTransform)myField.transform.FindChild(myField.name + " Input Caret");
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if (myField.selectionFocusPosition != myField.selectionAnchorPosition) // user is selecting text is those two are not equal.
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{
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selectingText = true;
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Vector2 selectionSize = new Vector2(
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GetLocalPositionInText(myField.selectionAnchorPosition).x - GetLocalPositionInText(myField.selectionFocusPosition).x,
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GetLocalPositionInText(myField.selectionAnchorPosition).y - GetLocalPositionInText(myField.selectionFocusPosition).y
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);
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newCaretPos = selectionSize.x < 0 ? GetLocalPositionInText(myField.selectionAnchorPosition) : GetLocalPositionInText(myField.selectionFocusPosition);
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selectionSize = new Vector2(Mathf.Abs(selectionSize.x), Mathf.Abs(selectionSize.y) + myField.textComponent.fontSize);
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myCaret.sizeDelta = new Vector2(selectionSize.x, selectionSize.y);
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myCaret.anchoredPosition = newCaretPos;
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myCaret.GetComponent<Image>().color = origSelectionColor;
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}
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else { // user is not selecting text, just update the caret position.
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selectingText = false;
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//myCaret.sizeDelta = new Vector2(myField.caretWidth, originalCaret == null ? 10 : originalCaret.rect.height);
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myCaret.sizeDelta = new Vector2(myField.caretWidth, myField.textComponent.fontSize);
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myCaret.anchoredPosition = newCaretPos;
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myCaret.GetComponent<Image>().color = origCaretColor;
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}
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}
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/// <summary>
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/// Returns the position in inputfield's rectransform local space, based on character position in text. Pretty neat actually.
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/// </summary>
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/// <param name="charNo"></param>
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/// <returns></returns>
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Vector2 GetLocalPositionInText(int charNo)
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{
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if (myField.isFocused)
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{
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TextGenerator gen = myField.textComponent.cachedTextGenerator;
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if (charNo > gen.characterCount - 1) //do not go over the text length.
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charNo = gen.characterCount - 1;
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if (charNo > 0)
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{
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UICharInfo charInfo = gen.characters[charNo - 1];
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float x = (charInfo.cursorPos.x + charInfo.charWidth) / myField.textComponent.pixelsPerUnit + lastCharDist;
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float y = (charInfo.cursorPos.y) / myField.textComponent.pixelsPerUnit;
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return new Vector2(x, y);
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}
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else {
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UICharInfo charInfo = gen.characters[charNo];
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float x = (charInfo.cursorPos.x) / myField.textComponent.pixelsPerUnit;
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float y = (charInfo.cursorPos.y) / myField.textComponent.pixelsPerUnit;
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return new Vector2(x, y);
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}
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}
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else return Vector2.zero; // field not focused, return 0,0
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}
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#region SETTERS AND GETTERS
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public Color CaretColor {
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get { return origCaretColor; }
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set { origCaretColor = value; }
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}
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public Color SelectionColor {
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get { return origSelectionColor; }
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set { origSelectionColor = value; }
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}
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public float CaretBlinkRate {
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get { return myField.caretBlinkRate; }
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set { myField.caretBlinkRate = value; }
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}
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#endregion
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#else
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public class CurvedUIInputFieldCaret : MonoBehaviour
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{
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//Unity before 5.3 does not contain methods necessary to curve the input field caret without changing original script.
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#endif
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}
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}
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