Rolled back Floating Joystick as it had too many dependencies, will review and re-add later

Added fix to DropDownList to enable firing the changed event for the first item.
Added new ComboBox example scene.
release
Simon Jackson 2017-05-16 18:51:24 +01:00
parent 438fc0fa81
commit e4991aba05
15 changed files with 4244 additions and 468 deletions

9
Examples/ComboBox.meta Normal file
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using UnityEngine;
public class ComboBoxChanged : MonoBehaviour {
public void ComboBoxChangedEvent (string text) {
Debug.Log("ComboBox changed [" + text + "]");
}
public void AutoCompleteComboBoxChangedEvent(string text)
{
Debug.Log("AutoCompleteComboBox changed [" + text + "]");
}
public void DropDownChangedEvent(int newValue)
{
Debug.Log("DropDown changed [" + newValue + "]");
}
}

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/// Credit Tima Zhum
using UnityEngine;
#if CROSS_PLATFORM_INPUT
using UnityStandardAssets.CrossPlatformInput;
#endif
namespace UnityEngine.UI.Extensions
{
public class FloatingJoystickTest: MonoBehaviour
{
#if CROSS_PLATFORM_INPUT
/// <summary>
/// Update this instance
/// </summary>
void Update()
{
float _horizontalAxis = CrossPlatformInputManager.GetAxis("Horizontal");
float _verticalAxis = CrossPlatformInputManager.GetAxis("Vertical");
transform.position += 5f * (Vector3.right * _horizontalAxis + Vector3.up * _verticalAxis);
}
#endif
}
}

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Getting started with a floating joystick
1. Open a FloatingJoystick scene
2. Import Unity Standard Assets/Cross Platfrom Input
- Assets -> Import Package -> CrossPlatformInput
3. Add scripting define symbols
- Edit -> Project Settings -> Player -> Other Settings -> Scripting Define symbols
- Add "CROSS_PLATFORM_INPUT;MOBILE_INPUT" (probably, there will be only "CROSS_PLATFORM_INPUT")
- Press Enter to submit changes (!important)
4. Play the scene

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@ -55,7 +55,7 @@ namespace UnityEngine.UI.Extensions
}
// private int scrollOffset; //offset of the selected item
private int _selectedIndex = 0;
private int _selectedIndex = -1;
[SerializeField]
@ -207,7 +207,7 @@ namespace UnityEngine.UI.Extensions
private void OnItemClicked(int indx)
{
Debug.Log("item " + indx + " clicked");
//Debug.Log("item " + indx + " clicked");
if (indx != _selectedIndex && OnSelectionChanged != null) OnSelectionChanged.Invoke(indx);
_selectedIndex = indx;

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/// Credit Tima Zhum
/// Based on Joystick.cs from Unity Standard Assets/Cross Platform Input
using UnityEngine.EventSystems;
#if CROSS_PLATFORM_INPUT
using UnityStandardAssets.CrossPlatformInput;
#endif
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Image))]
[AddComponentMenu("Scripts/UnityEngine.UI.Extensions/FloatingJoystick")]
public class FloatingJoystick: MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
/// <summary>
/// The joystick base point image
/// </summary>
[Tooltip("Pivot of a joystick (not required)")]
[SerializeField] private Image _joystickBasePoint = null;
#if CROSS_PLATFORM_INPUT
/// <summary>
/// The joystick image
/// </summary>
private Image _joystickImage = null;
/// <summary>
/// The joystick enabled state
/// </summary>
private bool _joystickEnabled = false;
/// <summary>
/// The previous joystick enabled state
/// </summary>
private bool _joystickPreviouslyEnabled = false;
/// <summary>
/// The last point event data
/// </summary>
private PointerEventData _pedLast = null;
/// <summary>
/// Start this instance
/// </summary>
protected void Awake()
{
_joystickImage = GetComponent<Image>();
}
/// <summary>
/// Update this instance
/// </summary>
protected void Update()
{
if (_joystickImage) _joystickImage.enabled = _joystickEnabled;
if (_joystickBasePoint) _joystickBasePoint.enabled = _joystickEnabled;
if (_joystickEnabled)
{
if (!_joystickPreviouslyEnabled)
{
Vector3 _position = _pedLast.position;
ReinitializeAt(_position);
if (_joystickBasePoint) _joystickBasePoint.transform.position = _position;
}
}
_joystickPreviouslyEnabled = _joystickEnabled;
}
/// <summary>
/// Raises the pointer down event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnPointerDownHelper(PointerEventData _ped)
{
OnPointerDown(_ped);
_joystickEnabled = true;
_pedLast = _ped;
}
/// <summary>
/// Raises the pointer up event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnPointerUpHelper(PointerEventData _ped)
{
OnPointerUp(_ped);
_joystickEnabled = false;
_pedLast = _ped;
}
/// <summary>
/// Raises the drag event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnDragHelper(PointerEventData _ped)
{
OnDrag(_ped);
_pedLast = _ped;
}
/// <summary>
/// Reinitializes the joystick at specific position
/// </summary>
/// <param name="_position">Position</param>
public void ReinitializeAt(Vector3 _position)
{
transform.position = _position;
Start();
OnDisable();
OnEnable();
}
#region STANDARDASSETSCODE
/*
* This is a copy of the Joystick.cs script from Unity Standard Assets/Cross Platform Input
* The reason of copying: original script is not designed for inheriting (required for extending the functionalities)
*/
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
private int InitialMovementRange;
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
UpdateVirtualAxes(m_StartPos);
}
public void OnPointerDown(PointerEventData data) { }
void OnDisable()
{
// remove the joysticks from the cross platform input
if (m_UseX)
{
m_HorizontalVirtualAxis.Remove();
}
if (m_UseY)
{
m_VerticalVirtualAxis.Remove();
}
}
#endregion
#else
public void OnDrag(PointerEventData data) {}
public void OnPointerUp(PointerEventData data) {}
public void OnPointerDown(PointerEventData data) {}
#endif
}
}

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/// Credit Tima Zhum
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Image))]
[AddComponentMenu("Scripts/UnityEngine.UI.Extensions/FloatingJoystickArea")]
public class FloatingJoystickArea: MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
/// <summary>
/// The floating joystick controller
/// </summary>
[Tooltip("The floating joystick that should appear in the area on tap")]
[SerializeField] private FloatingJoystick _floatingJoystick = null;
#if CROSS_PLATFORM_INPUT
/// <summary>
/// Raises the pointer down event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnPointerDown(PointerEventData _ped)
{
if (_floatingJoystick) _floatingJoystick.OnPointerDownHelper(_ped);
}
/// <summary>
/// Raises the pointer up event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnPointerUp(PointerEventData _ped)
{
if (_floatingJoystick) _floatingJoystick.OnPointerUpHelper(_ped);
}
/// <summary>
/// Raises the drag event
/// </summary>
/// <param name="_ped">Ped</param>
public void OnDrag(PointerEventData _ped)
{
if (_floatingJoystick) _floatingJoystick.OnDragHelper(_ped);
}
#else
public void OnDrag(PointerEventData data) {}
public void OnPointerUp(PointerEventData data) {}
public void OnPointerDown(PointerEventData data) {}
#endif
}
}

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