Added Experimental update to UI Knob to enable working in World/SS-Camera. May revert.

Unity seems to calculate the mouse cursor position wrong between frames.
release
Simon (Darkside) Jackson 2018-03-24 14:48:53 +00:00
parent 4a2a4f555d
commit 6a4256738a
2 changed files with 197 additions and 173 deletions

File diff suppressed because it is too large Load Diff

View File

@ -15,17 +15,17 @@ using UnityEngine.EventSystems;
/// - clampOutput01 - if true the output knobValue will be clamped between 0 and 1 regardless of number of loops.
/// - snapToPosition - snap to step. NOTE: max value will override the step.
/// - snapStepsPerLoop - how many snap positions are in one knob loop;
/// - OnValueChanged - event that is called every frame while rotationg knob, sends <float> argument of knobValue
/// - OnValueChanged - event that is called every frame while rotating knob, sends <float> argument of knobValue
/// NOTES
/// - script works only in images rotation on Z axis;
/// - while dragging outside of control, the rotation will be cancelled
/// - while dragging outside of control, the rotation will be canceled
/// </summary>
///
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Image))]
[AddComponentMenu("UI/Extensions/UI_Knob")]
public class UI_Knob : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler, IBeginDragHandler, IDragHandler
public class UI_Knob : Selectable, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler, IDragHandler, IInitializePotentialDragHandler
{
public enum Direction { CW, CCW };
[Tooltip("Direction of rotation CW - clockwise, CCW - counterClockwise")]
@ -36,7 +36,7 @@ namespace UnityEngine.UI.Extensions
public float maxValue = 0;
[Tooltip("How many rotations knob can do, if higher than max value, the latter will limit max value")]
public int loops = 1;
[Tooltip("Clamp output value between 0 and 1, usefull with loops > 1")]
[Tooltip("Clamp output value between 0 and 1, useful with loops > 1")]
public bool clampOutput01 = false;
[Tooltip("snap to position?")]
public bool snapToPosition = false;
@ -51,43 +51,65 @@ namespace UnityEngine.UI.Extensions
private Vector2 _currentVector;
private Quaternion _initRotation;
private bool _canDrag = false;
[SerializeField]
private bool experimental = false;
//ONLY ALLOW ROTATION WITH POINTER OVER THE CONTROL
public void OnPointerDown(PointerEventData eventData)
private RectTransform m_HandleRect;
protected override void Awake()
{
_canDrag = true;
m_HandleRect = GetComponent<RectTransform>();
}
public void OnPointerUp(PointerEventData eventData)
public override void OnPointerUp(PointerEventData eventData)
{
_canDrag = false;
}
public void OnPointerEnter(PointerEventData eventData)
public override void OnPointerEnter(PointerEventData eventData)
{
_canDrag = true;
}
public void OnPointerExit(PointerEventData eventData)
public override void OnPointerExit(PointerEventData eventData)
{
_canDrag = false;
}
public void OnBeginDrag(PointerEventData eventData)
{
SetInitPointerData(eventData);
}
void SetInitPointerData(PointerEventData eventData)
public override void OnPointerDown(PointerEventData eventData)
{
_canDrag = true;
base.OnPointerDown(eventData);
_initRotation = transform.rotation;
_currentVector = eventData.position - (Vector2)transform.position;
if (experimental)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out _currentVector);
}
else
{
_currentVector = eventData.position - (Vector2)transform.position;
}
_initAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
}
public void OnDrag(PointerEventData eventData)
{
//CHECK IF CAN DRAG
if (!_canDrag)
{
SetInitPointerData(eventData);
return;
}
_currentVector = eventData.position - (Vector2)transform.position;
if (experimental)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out _currentVector);
}
else
{
_currentVector = eventData.position - (Vector2)transform.position;
}
_currentAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
Quaternion addRotation = Quaternion.AngleAxis(_currentAngle - _initAngle, this.transform.forward);
@ -133,7 +155,6 @@ namespace UnityEngine.UI.Extensions
{
knobValue = 0;
transform.localEulerAngles = Vector3.zero;
SetInitPointerData(eventData);
InvokeEvents(knobValue + _currentLoops);
return;
}
@ -141,7 +162,6 @@ namespace UnityEngine.UI.Extensions
{
knobValue = 1;
transform.localEulerAngles = Vector3.zero;
SetInitPointerData(eventData);
InvokeEvents(knobValue + _currentLoops);
return;
}
@ -156,7 +176,6 @@ namespace UnityEngine.UI.Extensions
knobValue = maxValue;
float maxAngle = direction == Direction.CW ? 360f - 360f * maxValue : 360f * maxValue;
transform.localEulerAngles = new Vector3(0, 0, maxAngle);
SetInitPointerData(eventData);
InvokeEvents(knobValue);
return;
}
@ -179,6 +198,11 @@ namespace UnityEngine.UI.Extensions
value /= loops;
OnValueChanged.Invoke(value);
}
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
eventData.useDragThreshold = false;
}
}
[System.Serializable]