167 lines
6.6 KiB
C#
167 lines
6.6 KiB
C#
/// Credit Chris Trueman
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/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/
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using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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namespace UnityEngine.EventSystems.Extensions
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{
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[RequireComponent(typeof(EventSystem))]
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[AddComponentMenu("UI/Extensions/Aimer Input Module")]
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public class AimerInputModule : PointerInputModule
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{
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/// <summary>
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/// The Input axis name used to activate the object under the reticle.
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/// </summary>
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public string activateAxis = "Submit";
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/// <summary>
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/// The aimer offset position. Aimer is center screen use this offset to change that.
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/// </summary>
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public Vector2 aimerOffset = new Vector2(0, 0);
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/// <summary>
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/// The object under aimer. A static access field that lets you know what is under the aimer.
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/// This field can return null.
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/// </summary>
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public static GameObject objectUnderAimer;
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protected AimerInputModule() { }
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public override void ActivateModule()
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{
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StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
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if (StandAloneSystem != null && StandAloneSystem.enabled)
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{
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Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, " +
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"please remove it from the Event System in this scene or disable it when this module is in use");
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}
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}
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public override void Process()
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{
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bool pressed = Input.GetButtonDown(activateAxis);
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bool released = Input.GetButtonUp(activateAxis);
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PointerEventData pointer = GetAimerPointerEventData();
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ProcessInteraction(pointer, pressed, released);
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if (!released)
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ProcessMove(pointer);
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else
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RemovePointerData(pointer);
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}
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protected virtual PointerEventData GetAimerPointerEventData()
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{
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PointerEventData pointerData;
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//Not certain on the use of this.
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//I know that -1 is the mouse and anything positive would be a finger/touch, 0 being the first finger, 1 beign the second and so one till the system limit is reached.
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//So that is the reason I choose -2.
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GetPointerData(-2, out pointerData, true);
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pointerData.Reset();
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pointerData.position = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f) + aimerOffset;
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eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
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var raycast = FindFirstRaycast(m_RaycastResultCache);
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pointerData.pointerCurrentRaycast = raycast;
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m_RaycastResultCache.Clear();
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return pointerData;
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}
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private void ProcessInteraction(PointerEventData pointer, bool pressed, bool released)
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{
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var currentOverGo = pointer.pointerCurrentRaycast.gameObject;
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objectUnderAimer = ExecuteEvents.GetEventHandler<ISubmitHandler>(currentOverGo);//we only want objects that we can submit on.
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if (pressed)
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{
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pointer.eligibleForClick = true;
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pointer.delta = Vector2.zero;
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pointer.pressPosition = pointer.position;
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pointer.pointerPressRaycast = pointer.pointerCurrentRaycast;
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// search for the control that will receive the press
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// if we can't find a press handler set the press
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// handler to be what would receive a click.
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var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.submitHandler);
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// didnt find a press handler... search for a click handler
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if (newPressed == null)
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{
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newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.pointerDownHandler);
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if (newPressed == null)
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newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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}
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else
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{
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pointer.eligibleForClick = false;
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}
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if (newPressed != pointer.pointerPress)
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{
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pointer.pointerPress = newPressed;
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pointer.rawPointerPress = currentOverGo;
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pointer.clickCount = 0;
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}
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// Save the drag handler as well
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pointer.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
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if (pointer.pointerDrag != null)
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ExecuteEvents.Execute<IBeginDragHandler>(pointer.pointerDrag, pointer, ExecuteEvents.beginDragHandler);
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}
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if (released)
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{
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//Debug.Log("Executing pressup on: " + pointer.pointerPress);
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ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerUpHandler);
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//Debug.Log("KeyCode: " + pointer.eventData.keyCode);
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// see if we mouse up on the same element that we clicked on...
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var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
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// PointerClick
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if (pointer.pointerPress == pointerUpHandler && pointer.eligibleForClick)
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{
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float time = Time.unscaledTime;
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if (time - pointer.clickTime < 0.3f)
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++pointer.clickCount;
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else
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pointer.clickCount = 1;
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pointer.clickTime = time;
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ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerClickHandler);
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}
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else if (pointer.pointerDrag != null)
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{
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ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.dropHandler);
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}
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pointer.eligibleForClick = false;
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pointer.pointerPress = null;
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pointer.rawPointerPress = null;
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if (pointer.pointerDrag != null)
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ExecuteEvents.Execute(pointer.pointerDrag, pointer, ExecuteEvents.endDragHandler);
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pointer.pointerDrag = null;
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}
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}
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public override void DeactivateModule()
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{
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base.DeactivateModule();
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ClearSelection();
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}
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}
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} |