From b7277edb8913f4557ed5036018b6acc2d55196eb Mon Sep 17 00:00:00 2001 From: "Simon (darkside) Jackson" Date: Mon, 12 Oct 2020 23:29:16 +0100 Subject: [PATCH] Removed old inputsystem modules as they are no longer effective under Unity's new inputsystem. --- .../Scripts/InputModules/AimerInputModule.cs | 165 ------------- .../InputModules/AimerInputModule.cs.meta | 8 - .../InputModules/GamePadInputModule.cs | 228 ------------------ .../InputModules/GamePadInputModule.cs.meta | 8 - 4 files changed, 409 deletions(-) delete mode 100644 Runtime/Scripts/InputModules/AimerInputModule.cs delete mode 100644 Runtime/Scripts/InputModules/AimerInputModule.cs.meta delete mode 100644 Runtime/Scripts/InputModules/GamePadInputModule.cs delete mode 100644 Runtime/Scripts/InputModules/GamePadInputModule.cs.meta diff --git a/Runtime/Scripts/InputModules/AimerInputModule.cs b/Runtime/Scripts/InputModules/AimerInputModule.cs deleted file mode 100644 index 291c9cc..0000000 --- a/Runtime/Scripts/InputModules/AimerInputModule.cs +++ /dev/null @@ -1,165 +0,0 @@ -/// Credit Chris Trueman -/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/ - -using UnityEngine.UI.Extensions; - -namespace UnityEngine.EventSystems.Extensions -{ - [RequireComponent(typeof(EventSystem))] - [AddComponentMenu("Event/Extensions/Aimer Input Module")] - public class AimerInputModule : PointerInputModule - { - /// - /// The Input axis name used to activate the object under the reticle. - /// - public string activateAxis = "Submit"; - - /// - /// The aimer offset position. Aimer is center screen use this offset to change that. - /// - public Vector2 aimerOffset = new Vector2(0, 0); - - /// - /// The object under aimer. A static access field that lets you know what is under the aimer. - /// This field can return null. - /// - public static GameObject objectUnderAimer; - - protected AimerInputModule() { } - - public override void ActivateModule() - { - StandaloneInputModule StandAloneSystem = GetComponent(); - - if (StandAloneSystem != null && StandAloneSystem.enabled) - { - Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, " + - "please remove it from the Event System in this scene or disable it when this module is in use"); - } - } - - public override void Process() - { - bool pressed = UIExtensionsInputManager.GetButtonDown(activateAxis); - bool released = UIExtensionsInputManager.GetButtonUp(activateAxis); - - PointerEventData pointer = GetAimerPointerEventData(); - - ProcessInteraction(pointer, pressed, released); - - if (!released) - ProcessMove(pointer); - else - RemovePointerData(pointer); - } - - protected virtual PointerEventData GetAimerPointerEventData() - { - PointerEventData pointerData; - - //Not certain on the use of this. - //I know that -1 is the mouse and anything positive would be a finger/touch, 0 being the first finger, 1 being the second and so one till the system limit is reached. - //So that is the reason I choose -2. - GetPointerData(-2, out pointerData, true); - - pointerData.Reset(); - - pointerData.position = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f) + aimerOffset; - - eventSystem.RaycastAll(pointerData, m_RaycastResultCache); - var raycast = FindFirstRaycast(m_RaycastResultCache); - pointerData.pointerCurrentRaycast = raycast; - m_RaycastResultCache.Clear(); - return pointerData; - } - - private void ProcessInteraction(PointerEventData pointer, bool pressed, bool released) - { - var currentOverGo = pointer.pointerCurrentRaycast.gameObject; - - objectUnderAimer = ExecuteEvents.GetEventHandler(currentOverGo);//we only want objects that we can submit on. - - if (pressed) - { - pointer.eligibleForClick = true; - pointer.delta = Vector2.zero; - pointer.pressPosition = pointer.position; - pointer.pointerPressRaycast = pointer.pointerCurrentRaycast; - - // search for the control that will receive the press - // if we can't find a press handler set the press - // handler to be what would receive a click. - var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.submitHandler); - - // didn't find a press handler... search for a click handler - if (newPressed == null) - { - newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.pointerDownHandler); - if (newPressed == null) - newPressed = ExecuteEvents.GetEventHandler(currentOverGo); - } - else - { - pointer.eligibleForClick = false; - } - - if (newPressed != pointer.pointerPress) - { - pointer.pointerPress = newPressed; - pointer.rawPointerPress = currentOverGo; - pointer.clickCount = 0; - } - - // Save the drag handler as well - pointer.pointerDrag = ExecuteEvents.GetEventHandler(currentOverGo); - - if (pointer.pointerDrag != null) - ExecuteEvents.Execute(pointer.pointerDrag, pointer, ExecuteEvents.beginDragHandler); - } - - if (released) - { - //Debug.Log("Executing pressup on: " + pointer.pointerPress); - ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerUpHandler); - - //Debug.Log("KeyCode: " + pointer.eventData.keyCode); - - // see if we mouse up on the same element that we clicked on... - var pointerUpHandler = ExecuteEvents.GetEventHandler(currentOverGo); - - // PointerClick - if (pointer.pointerPress == pointerUpHandler && pointer.eligibleForClick) - { - float time = Time.unscaledTime; - - if (time - pointer.clickTime < 0.3f) - ++pointer.clickCount; - else - pointer.clickCount = 1; - pointer.clickTime = time; - - ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerClickHandler); - } - else if (pointer.pointerDrag != null) - { - ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.dropHandler); - } - - pointer.eligibleForClick = false; - pointer.pointerPress = null; - pointer.rawPointerPress = null; - - if (pointer.pointerDrag != null) - ExecuteEvents.Execute(pointer.pointerDrag, pointer, ExecuteEvents.endDragHandler); - - pointer.pointerDrag = null; - } - } - - public override void DeactivateModule() - { - base.DeactivateModule(); - ClearSelection(); - } - } -} \ No newline at end of file diff --git a/Runtime/Scripts/InputModules/AimerInputModule.cs.meta b/Runtime/Scripts/InputModules/AimerInputModule.cs.meta deleted file mode 100644 index ee7993f..0000000 --- a/Runtime/Scripts/InputModules/AimerInputModule.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 08b9f423b73fdfb47b59e7de89863600 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Runtime/Scripts/InputModules/GamePadInputModule.cs b/Runtime/Scripts/InputModules/GamePadInputModule.cs deleted file mode 100644 index 22ffef9..0000000 --- a/Runtime/Scripts/InputModules/GamePadInputModule.cs +++ /dev/null @@ -1,228 +0,0 @@ -/// Credit Simon (simonDarksideJ) Jackson -/// Sourced from - UI SIM source and My Brain - -using UnityEngine.UI.Extensions; - -namespace UnityEngine.EventSystems -{ - [AddComponentMenu("Event/Extensions/GamePad Input Module")] - public class GamePadInputModule : BaseInputModule - { - private float m_PrevActionTime; - Vector2 m_LastMoveVector; - int m_ConsecutiveMoveCount = 0; - - protected GamePadInputModule() - {} - - [SerializeField] - private string m_HorizontalAxis = "Horizontal"; - - /// - /// Name of the vertical axis for movement (if axis events are used). - /// - [SerializeField] - private string m_VerticalAxis = "Vertical"; - - /// - /// Name of the submit button. - /// - [SerializeField] - private string m_SubmitButton = "Submit"; - - /// - /// Name of the submit button. - /// - [SerializeField] - private string m_CancelButton = "Cancel"; - - [SerializeField] - private float m_InputActionsPerSecond = 10; - - [SerializeField] - private float m_RepeatDelay = 0.1f; - - public float inputActionsPerSecond - { - get { return m_InputActionsPerSecond; } - set { m_InputActionsPerSecond = value; } - } - - public float repeatDelay - { - get { return m_RepeatDelay; } - set { m_RepeatDelay = value; } - } - - /// - /// Name of the horizontal axis for movement (if axis events are used). - /// - public string horizontalAxis - { - get { return m_HorizontalAxis; } - set { m_HorizontalAxis = value; } - } - - /// - /// Name of the vertical axis for movement (if axis events are used). - /// - public string verticalAxis - { - get { return m_VerticalAxis; } - set { m_VerticalAxis = value; } - } - - public string submitButton - { - get { return m_SubmitButton; } - set { m_SubmitButton = value; } - } - - public string cancelButton - { - get { return m_CancelButton; } - set { m_CancelButton = value; } - } - - public override bool ShouldActivateModule() - { - if (!base.ShouldActivateModule()) - return false; - - var shouldActivate = true; - shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_SubmitButton); - shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_CancelButton); - shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis), 0.0f); - shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis), 0.0f); - return shouldActivate; - } - - public override void ActivateModule() - { - StandaloneInputModule StandAloneSystem = GetComponent(); - - if (StandAloneSystem && StandAloneSystem.enabled) - { - Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " + - "please remove it from the Event System in this scene or disable it when this module is in use"); - } - - base.ActivateModule(); - - var toSelect = eventSystem.currentSelectedGameObject; - if (toSelect == null) - toSelect = eventSystem.firstSelectedGameObject; - - eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData()); - } - - public override void DeactivateModule() - { - base.DeactivateModule(); - } - - public override void Process() - { - bool usedEvent = SendUpdateEventToSelectedObject(); - - if (eventSystem.sendNavigationEvents) - { - if (!usedEvent) - usedEvent |= SendMoveEventToSelectedObject(); - - if (!usedEvent) - SendSubmitEventToSelectedObject(); - } - } - - /// - /// Process submit keys. - /// - protected bool SendSubmitEventToSelectedObject() - { - if (eventSystem.currentSelectedGameObject == null) - return false; - - var data = GetBaseEventData(); - if (UIExtensionsInputManager.GetButtonDown(m_SubmitButton)) - ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler); - - if (UIExtensionsInputManager.GetButtonDown(m_CancelButton)) - ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler); - return data.used; - } - - private Vector2 GetRawMoveVector() - { - Vector2 move = Vector2.zero; - move.x = UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis); - move.y = UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis); - - if (UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis)) - { - if (move.x < 0) - move.x = -1f; - if (move.x > 0) - move.x = 1f; - } - if (UIExtensionsInputManager.GetButtonDown(m_VerticalAxis)) - { - if (move.y < 0) - move.y = -1f; - if (move.y > 0) - move.y = 1f; - } - return move; - } - - /// - /// Process events. - /// - protected bool SendMoveEventToSelectedObject() - { - float time = Time.unscaledTime; - - Vector2 movement = GetRawMoveVector(); - if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) - { - m_ConsecutiveMoveCount = 0; - return false; - } - - // If user pressed key again, always allow event - bool allow = UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis) || UIExtensionsInputManager.GetButtonDown(m_VerticalAxis); - bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0); - if (!allow) - { - // Otherwise, user held down key or axis. - // If direction didn't change at least 90 degrees, wait for delay before allowing consecutive event. - if (similarDir && m_ConsecutiveMoveCount == 1) - allow = (time > m_PrevActionTime + m_RepeatDelay); - // If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate. - else - allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); - } - if (!allow) - return false; - - var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f); - ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); - if (!similarDir) - m_ConsecutiveMoveCount = 0; - m_ConsecutiveMoveCount++; - m_PrevActionTime = time; - m_LastMoveVector = movement; - return axisEventData.used; - } - - protected bool SendUpdateEventToSelectedObject() - { - if (eventSystem.currentSelectedGameObject == null) - return false; - - var data = GetBaseEventData(); - ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler); - return data.used; - } - } -} diff --git a/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta b/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta deleted file mode 100644 index a331d60..0000000 --- a/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 26158f38115d49a4a915f46c7eced4ab -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: