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156 lines
4.3 KiB
156 lines
4.3 KiB
3 years ago
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UnityStandardAssets.CrossPlatformInput
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{
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[RequireComponent(typeof(Image))]
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public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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// Options for which axes to use
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public enum AxisOption
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{
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Both, // Use both
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OnlyHorizontal, // Only horizontal
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OnlyVertical // Only vertical
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}
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public enum ControlStyle
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{
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Absolute, // operates from teh center of the image
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Relative, // operates from the center of the initial touch
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Swipe, // swipe to touch touch no maintained center
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}
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public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
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public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use
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public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
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public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
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public float Xsensitivity = 1f;
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public float Ysensitivity = 1f;
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Vector3 m_StartPos;
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Vector2 m_PreviousDelta;
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Vector3 m_JoytickOutput;
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bool m_UseX; // Toggle for using the x axis
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bool m_UseY; // Toggle for using the Y axis
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CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
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CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
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bool m_Dragging;
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int m_Id = -1;
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Vector2 m_PreviousTouchPos; // swipe style control touch
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#if !UNITY_EDITOR
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private Vector3 m_Center;
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private Image m_Image;
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#else
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Vector3 m_PreviousMouse;
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#endif
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void OnEnable()
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{
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CreateVirtualAxes();
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}
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void Start()
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{
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#if !UNITY_EDITOR
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m_Image = GetComponent<Image>();
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m_Center = m_Image.transform.position;
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#endif
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}
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void CreateVirtualAxes()
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{
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// set axes to use
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m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
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m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
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// create new axes based on axes to use
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if (m_UseX)
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{
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m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
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CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
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}
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if (m_UseY)
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{
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m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
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CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
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}
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}
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void UpdateVirtualAxes(Vector3 value)
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{
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value = value.normalized;
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if (m_UseX)
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{
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m_HorizontalVirtualAxis.Update(value.x);
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}
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if (m_UseY)
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{
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m_VerticalVirtualAxis.Update(value.y);
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}
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}
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public void OnPointerDown(PointerEventData data)
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{
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m_Dragging = true;
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m_Id = data.pointerId;
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#if !UNITY_EDITOR
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if (controlStyle != ControlStyle.Absolute )
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m_Center = data.position;
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#endif
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}
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void Update()
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{
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if (!m_Dragging)
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{
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return;
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}
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if (Input.touchCount >= m_Id + 1 && m_Id != -1)
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{
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#if !UNITY_EDITOR
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if (controlStyle == ControlStyle.Swipe)
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{
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m_Center = m_PreviousTouchPos;
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m_PreviousTouchPos = Input.touches[m_Id].position;
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}
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Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;
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pointerDelta.x *= Xsensitivity;
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pointerDelta.y *= Ysensitivity;
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#else
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Vector2 pointerDelta;
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pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;
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pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;
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m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
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#endif
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UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));
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}
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}
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public void OnPointerUp(PointerEventData data)
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{
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m_Dragging = false;
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m_Id = -1;
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UpdateVirtualAxes(Vector3.zero);
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}
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void OnDisable()
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{
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if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
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CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
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if (CrossPlatformInputManager.AxisExists(verticalAxisName))
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CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
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}
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}
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}
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