Removed old inputsystem modules as they are no longer effective under Unity's new inputsystem.
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/// 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.UI.Extensions;
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namespace UnityEngine.EventSystems.Extensions
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{
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[RequireComponent(typeof(EventSystem))]
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[AddComponentMenu("Event/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 = UIExtensionsInputManager.GetButtonDown(activateAxis);
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bool released = UIExtensionsInputManager.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 being 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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// didn't 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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}
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 08b9f423b73fdfb47b59e7de89863600
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -1,228 +0,0 @@
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/// Credit Simon (simonDarksideJ) Jackson
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/// Sourced from - UI SIM source and My Brain
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using UnityEngine.UI.Extensions;
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namespace UnityEngine.EventSystems
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{
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[AddComponentMenu("Event/Extensions/GamePad Input Module")]
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public class GamePadInputModule : BaseInputModule
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{
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private float m_PrevActionTime;
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Vector2 m_LastMoveVector;
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int m_ConsecutiveMoveCount = 0;
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protected GamePadInputModule()
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{}
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[SerializeField]
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private string m_HorizontalAxis = "Horizontal";
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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[SerializeField]
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private string m_VerticalAxis = "Vertical";
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/// <summary>
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/// Name of the submit button.
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/// </summary>
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[SerializeField]
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private string m_SubmitButton = "Submit";
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/// <summary>
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/// Name of the submit button.
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/// </summary>
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[SerializeField]
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private string m_CancelButton = "Cancel";
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[SerializeField]
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private float m_InputActionsPerSecond = 10;
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[SerializeField]
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private float m_RepeatDelay = 0.1f;
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public float inputActionsPerSecond
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{
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get { return m_InputActionsPerSecond; }
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set { m_InputActionsPerSecond = value; }
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}
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public float repeatDelay
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{
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get { return m_RepeatDelay; }
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set { m_RepeatDelay = value; }
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}
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/// <summary>
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/// Name of the horizontal axis for movement (if axis events are used).
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/// </summary>
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public string horizontalAxis
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{
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get { return m_HorizontalAxis; }
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set { m_HorizontalAxis = value; }
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}
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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public string verticalAxis
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{
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get { return m_VerticalAxis; }
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set { m_VerticalAxis = value; }
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}
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public string submitButton
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{
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get { return m_SubmitButton; }
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set { m_SubmitButton = value; }
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}
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public string cancelButton
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{
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get { return m_CancelButton; }
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set { m_CancelButton = value; }
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}
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public override bool ShouldActivateModule()
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{
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if (!base.ShouldActivateModule())
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return false;
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var shouldActivate = true;
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shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_SubmitButton);
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shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_CancelButton);
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shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis), 0.0f);
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shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis), 0.0f);
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return shouldActivate;
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}
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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 && StandAloneSystem.enabled)
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{
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Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " +
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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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base.ActivateModule();
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var toSelect = eventSystem.currentSelectedGameObject;
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if (toSelect == null)
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toSelect = eventSystem.firstSelectedGameObject;
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eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
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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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}
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public override void Process()
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{
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bool usedEvent = SendUpdateEventToSelectedObject();
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if (eventSystem.sendNavigationEvents)
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{
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if (!usedEvent)
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usedEvent |= SendMoveEventToSelectedObject();
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if (!usedEvent)
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SendSubmitEventToSelectedObject();
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}
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}
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/// <summary>
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/// Process submit keys.
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/// </summary>
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protected bool SendSubmitEventToSelectedObject()
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{
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if (eventSystem.currentSelectedGameObject == null)
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return false;
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var data = GetBaseEventData();
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if (UIExtensionsInputManager.GetButtonDown(m_SubmitButton))
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
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if (UIExtensionsInputManager.GetButtonDown(m_CancelButton))
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
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return data.used;
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}
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private Vector2 GetRawMoveVector()
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{
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Vector2 move = Vector2.zero;
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move.x = UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis);
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move.y = UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis);
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if (UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis))
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{
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if (move.x < 0)
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move.x = -1f;
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if (move.x > 0)
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move.x = 1f;
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}
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if (UIExtensionsInputManager.GetButtonDown(m_VerticalAxis))
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{
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if (move.y < 0)
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move.y = -1f;
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if (move.y > 0)
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move.y = 1f;
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}
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return move;
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}
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/// <summary>
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/// Process events.
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/// </summary>
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protected bool SendMoveEventToSelectedObject()
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{
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float time = Time.unscaledTime;
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Vector2 movement = GetRawMoveVector();
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if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
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{
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m_ConsecutiveMoveCount = 0;
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return false;
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}
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// If user pressed key again, always allow event
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bool allow = UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis) || UIExtensionsInputManager.GetButtonDown(m_VerticalAxis);
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bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
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if (!allow)
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{
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// Otherwise, user held down key or axis.
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// If direction didn't change at least 90 degrees, wait for delay before allowing consecutive event.
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if (similarDir && m_ConsecutiveMoveCount == 1)
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allow = (time > m_PrevActionTime + m_RepeatDelay);
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// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
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else
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allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
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}
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if (!allow)
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return false;
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var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
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if (!similarDir)
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m_ConsecutiveMoveCount = 0;
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m_ConsecutiveMoveCount++;
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m_PrevActionTime = time;
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m_LastMoveVector = movement;
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return axisEventData.used;
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}
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protected bool SendUpdateEventToSelectedObject()
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{
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if (eventSystem.currentSelectedGameObject == null)
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return false;
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var data = GetBaseEventData();
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
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return data.used;
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}
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}
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}
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 26158f38115d49a4a915f46c7eced4ab
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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Reference in New Issue