Merged in fix/NewInputSystemHandler (pull request #99)

New InputSystem Handler
pull/413/head
Simon Jackson 2020-10-12 23:17:25 +00:00
commit c59110665d
18 changed files with 400 additions and 521 deletions

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@ -26,7 +26,7 @@ namespace UnityEngine.UI.Extensions
void Update()
{
// Check if the "Enter" key was just released with the chat input not focused
if (Input.GetKeyUp(KeyCode.Return) && !_inputField.isFocused)
if (UIExtensionsInputManager.GetKeyUp(KeyCode.Return) && !_inputField.isFocused)
{
// If we need to ignore the keypress, do nothing - otherwise activate the input field
if (_ignoreNextActivation)
@ -60,7 +60,7 @@ namespace UnityEngine.UI.Extensions
public void OnEndEdit(string textString)
{
// If the edit ended because we clicked away, don't do anything extra
if (!Input.GetKeyDown(KeyCode.Return))
if (!UIExtensionsInputManager.GetKeyDown(KeyCode.Return))
{
return;
}

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@ -147,14 +147,14 @@ namespace UnityEngine.UI.Extensions
void BeginSelection(){
// Click somewhere in the Game View.
if (!Input.GetMouseButtonDown(0))
if (!UIExtensionsInputManager.GetMouseButtonDown(0))
return;
//The boxRect will be inactive up until the point we start selecting
boxRect.gameObject.SetActive(true);
// Get the initial click position of the mouse.
origin = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
origin = new Vector2(UIExtensionsInputManager.MousePosition.x, UIExtensionsInputManager.MousePosition.y);
//If the initial click point is not inside the selection mask, we abort the selection
if (!PointIsValidAgainstSelectionMask(origin)) {
@ -185,7 +185,7 @@ namespace UnityEngine.UI.Extensions
selectableList.Add (selectable);
//We're using left shift to act as the "Add To Selection" command. So if left shift isn't pressed, we want everything to begin deselected
if (!Input.GetKey (KeyCode.LeftShift)) {
if (!UIExtensionsInputManager.GetKey (KeyCode.LeftShift)) {
selectable.selected = false;
}
}
@ -211,7 +211,7 @@ namespace UnityEngine.UI.Extensions
IBoxSelectable GetSelectableAtMousePosition() {
//Firstly, we cannot click on something that is not inside the selection mask (if we have one)
if (!PointIsValidAgainstSelectionMask(Input.mousePosition)) {
if (!PointIsValidAgainstSelectionMask(UIExtensionsInputManager.MousePosition)) {
return null;
}
@ -227,7 +227,7 @@ namespace UnityEngine.UI.Extensions
//Once we've found the rendering camera, we check if the selectables rectTransform contains the click. That way we
//Can click anywhere on a rectTransform to select it.
if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, screenCamera)) {
if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, UIExtensionsInputManager.MousePosition, screenCamera)) {
//And if it does, we select it and send it back
return selectable;
@ -240,7 +240,7 @@ namespace UnityEngine.UI.Extensions
var selectableScreenPoint = GetScreenPointOfSelectable(selectable);
//Check that the click fits within the screen-radius of the selectable
if (Vector2.Distance(selectableScreenPoint, Input.mousePosition) <= radius) {
if (Vector2.Distance(selectableScreenPoint, UIExtensionsInputManager.MousePosition) <= radius) {
//And if it does, we select it and send it back
return selectable;
@ -255,11 +255,11 @@ namespace UnityEngine.UI.Extensions
void DragSelection(){
//Return if we're not dragging or if the selection has been aborted (BoxRect disabled)
if (!Input.GetMouseButton(0) || !boxRect.gameObject.activeSelf)
if (!UIExtensionsInputManager.GetMouseButton(0) || !boxRect.gameObject.activeSelf)
return;
// Store the current mouse position in screen space.
Vector2 currentMousePosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
Vector2 currentMousePosition = new Vector2(UIExtensionsInputManager.MousePosition.x, UIExtensionsInputManager.MousePosition.y);
// How far have we moved the mouse?
Vector2 difference = currentMousePosition - origin;
@ -414,7 +414,7 @@ namespace UnityEngine.UI.Extensions
void EndSelection(){
//Get out if we haven't finished selecting, or if the selection has been aborted (boxRect disabled)
if (!Input.GetMouseButtonUp(0) || !boxRect.gameObject.activeSelf)
if (!UIExtensionsInputManager.GetMouseButtonUp(0) || !boxRect.gameObject.activeSelf)
return;
clickedAfterDrag = GetSelectableAtMousePosition();

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@ -1,5 +0,0 @@
fileFormatVersion: 2
guid: a0789c2f62bad6b4c800a3dc502fa18e
folderAsset: yes
DefaultImporter:
userData:

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@ -1,163 +0,0 @@
/// Credit Chris Trueman
/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/
namespace UnityEngine.EventSystems.Extensions
{
[RequireComponent(typeof(EventSystem))]
[AddComponentMenu("Event/Extensions/Aimer Input Module")]
public class AimerInputModule : PointerInputModule
{
/// <summary>
/// The Input axis name used to activate the object under the reticle.
/// </summary>
public string activateAxis = "Submit";
/// <summary>
/// The aimer offset position. Aimer is center screen use this offset to change that.
/// </summary>
public Vector2 aimerOffset = new Vector2(0, 0);
/// <summary>
/// The object under aimer. A static access field that lets you know what is under the aimer.
/// This field can return null.
/// </summary>
public static GameObject objectUnderAimer;
protected AimerInputModule() { }
public override void ActivateModule()
{
StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
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 = Input.GetButtonDown(activateAxis);
bool released = Input.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<ISubmitHandler>(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<IPointerClickHandler>(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<IDragHandler>(currentOverGo);
if (pointer.pointerDrag != null)
ExecuteEvents.Execute<IBeginDragHandler>(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<IPointerClickHandler>(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();
}
}
}

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@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 08b9f423b73fdfb47b59e7de89863600
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -1,226 +0,0 @@
/// Credit Simon (simonDarksideJ) Jackson
/// Sourced from - UI SIM source and My Brain
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";
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
private string m_VerticalAxis = "Vertical";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_SubmitButton = "Submit";
/// <summary>
/// Name of the submit button.
/// </summary>
[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; }
}
/// <summary>
/// Name of the horizontal axis for movement (if axis events are used).
/// </summary>
public string horizontalAxis
{
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
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 |= Input.GetButtonDown(m_SubmitButton);
shouldActivate |= Input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
return shouldActivate;
}
public override void ActivateModule()
{
StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
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();
}
}
/// <summary>
/// Process submit keys.
/// </summary>
protected bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
if (Input.GetButtonDown(m_SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if (Input.GetButtonDown(m_CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
return data.used;
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxisRaw(m_HorizontalAxis);
move.y = Input.GetAxisRaw(m_VerticalAxis);
if (Input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (Input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process events.
/// </summary>
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 = Input.GetButtonDown(m_HorizontalAxis) || Input.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;
}
}
}

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@ -3,118 +3,121 @@
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
namespace UnityEngine.UI.Extensions
{
public class CardStack2D : MonoBehaviour
{
[SerializeField]
private float cardMoveSpeed = 8f;
[SerializeField]
private float buttonCooldownTime = 0.125f;
[SerializeField]
private int cardZMultiplier = 32;
[SerializeField]
private bool useDefaultUsedXPos = true;
[SerializeField]
private int usedCardXPos = 1280;
[SerializeField]
private Transform[] cards = null;
private int cardArrayOffset;
private Vector3[] cardPositions;
private int xPowerDifference;
///Static variables can be used across the scene if this script is in it.
///Thankfully it doesn't matter if another script attempts to use the variable and this script isn't in the scene.
public static bool canUseHorizontalAxis = true;
void Start()
public class CardStack2D : MonoBehaviour
{
///I've found that 9 is a good number for this.
///I wouldn't really recommend changing it, but go ahead if you want to.
xPowerDifference = 9 - cards.Length;
///This is optional, but makes it super easy to figure out the off screen position for cards.
///Unfortunately, it's only really useful if the cards are the same width.
if (useDefaultUsedXPos)
[SerializeField]
private float cardMoveSpeed = 8f;
[SerializeField]
private float buttonCooldownTime = 0.125f;
[SerializeField]
private int cardZMultiplier = 32;
[SerializeField]
private bool useDefaultUsedXPos = true;
[SerializeField]
private int usedCardXPos = 1280;
[SerializeField]
private KeyCode leftButton = KeyCode.LeftArrow;
[SerializeField]
private KeyCode rightButton = KeyCode.RightArrow;
[SerializeField]
private Transform[] cards = null;
private int cardArrayOffset;
private Vector3[] cardPositions;
private int xPowerDifference;
///Static variables can be used across the scene if this script is in it.
///Thankfully it doesn't matter if another script attempts to use the variable and this script isn't in the scene.
public static bool canUseHorizontalAxis = true;
void Start()
{
int cardWidth = (int)(cards[0].GetComponent<RectTransform>().rect.width);
usedCardXPos = (int)(Screen.width * 0.5f + cardWidth);
}
///I've found that 9 is a good number for this.
///I wouldn't really recommend changing it, but go ahead if you want to.
xPowerDifference = 9 - cards.Length;
cardPositions = new Vector3[cards.Length * 2 - 1];
///This loop is for cards still in the stack.
for (int i = cards.Length; i > -1; i--)
{
if (i < cards.Length - 1)
///This is optional, but makes it super easy to figure out the off screen position for cards.
///Unfortunately, it's only really useful if the cards are the same width.
if (useDefaultUsedXPos)
{
cardPositions[i] = new Vector3(-Mathf.Pow(2, i + xPowerDifference) + cardPositions[i + 1].x, 0, cardZMultiplier * Mathf.Abs(i + 1 - cards.Length));
int cardWidth = (int)(cards[0].GetComponent<RectTransform>().rect.width);
usedCardXPos = (int)(Screen.width * 0.5f + cardWidth);
}
else
{
cardPositions[i] = Vector3.zero;
}
}
///This loop is for cards outside of the stack.
for (int i = cards.Length; i < cardPositions.Length; i++)
{
cardPositions[i] = new Vector3(usedCardXPos + 4 * (i - cards.Length), 0, -2 + -2 * (i - cards.Length));
}
}
cardPositions = new Vector3[cards.Length * 2 - 1];
void Update()
{
if (canUseHorizontalAxis)
{
///Controls for the cards.
if (Input.GetAxisRaw("Horizontal") < 0 && cardArrayOffset > 0)
///This loop is for cards still in the stack.
for (int i = cards.Length; i > -1; i--)
{
cardArrayOffset--;
StartCoroutine(ButtonCooldown());
}
else if (Input.GetAxisRaw("Horizontal") > 0 && cardArrayOffset < cards.Length - 1)
{
cardArrayOffset++;
StartCoroutine(ButtonCooldown());
}
}
///This loop moves the cards. I know that none of my lerps are the "right way," but it looks much nicer.
for (int i = 0; i < cards.Length; i++)
{
cards[i].localPosition = Vector3.Lerp(cards[i].localPosition, cardPositions[i + cardArrayOffset], Time.deltaTime * cardMoveSpeed);
if (Mathf.Abs(cards[i].localPosition.x - cardPositions[i + cardArrayOffset].x) < 0.01f)
{
cards[i].localPosition = cardPositions[i + cardArrayOffset];
///This disables interaction with cards that are not on top of the stack.
if (cards[i].localPosition.x == 0)
if (i < cards.Length - 1)
{
cards[i].gameObject.GetComponent<CanvasGroup>().interactable = true;
cardPositions[i] = new Vector3(-Mathf.Pow(2, i + xPowerDifference) + cardPositions[i + 1].x, 0, cardZMultiplier * Mathf.Abs(i + 1 - cards.Length));
}
else
{
cards[i].gameObject.GetComponent<CanvasGroup>().interactable = false;
cardPositions[i] = Vector3.zero;
}
}
///This loop is for cards outside of the stack.
for (int i = cards.Length; i < cardPositions.Length; i++)
{
cardPositions[i] = new Vector3(usedCardXPos + 4 * (i - cards.Length), 0, -2 + -2 * (i - cards.Length));
}
}
void Update()
{
if (canUseHorizontalAxis)
{
///Controls for the cards.
if ((UIExtensionsInputManager.GetAxisRaw("Horizontal") < 0 || UIExtensionsInputManager.GetKey(leftButton)) && cardArrayOffset > 0)
{
cardArrayOffset--;
StartCoroutine(ButtonCooldown());
}
else if ((UIExtensionsInputManager.GetAxisRaw("Horizontal") > 0 || UIExtensionsInputManager.GetKey(rightButton)) && cardArrayOffset < cards.Length - 1)
{
cardArrayOffset++;
StartCoroutine(ButtonCooldown());
}
}
///This loop moves the cards. I know that none of my lerps are the "right way," but it looks much nicer.
for (int i = 0; i < cards.Length; i++)
{
cards[i].localPosition = Vector3.Lerp(cards[i].localPosition, cardPositions[i + cardArrayOffset], Time.deltaTime * cardMoveSpeed);
if (Mathf.Abs(cards[i].localPosition.x - cardPositions[i + cardArrayOffset].x) < 0.01f)
{
cards[i].localPosition = cardPositions[i + cardArrayOffset];
///This disables interaction with cards that are not on top of the stack.
if (cards[i].localPosition.x == 0)
{
cards[i].gameObject.GetComponent<CanvasGroup>().interactable = true;
}
else
{
cards[i].gameObject.GetComponent<CanvasGroup>().interactable = false;
}
}
}
}
}
///Stops the cards from scrolling super quickly if a button on the horizontal axis is held down.
IEnumerator ButtonCooldown()
{
canUseHorizontalAxis = false;
yield return new WaitForSeconds(buttonCooldownTime);
canUseHorizontalAxis = true;
///Stops the cards from scrolling super quickly if a button on the horizontal axis is held down.
IEnumerator ButtonCooldown()
{
canUseHorizontalAxis = false;
yield return new WaitForSeconds(buttonCooldownTime);
canUseHorizontalAxis = true;
}
}
}
}

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@ -200,7 +200,7 @@ namespace UnityEngine.UI.Extensions
}
if (!Input.GetMouseButton(0))
if (!UIExtensionsInputManager.GetMouseButton(0))
{
// scroll slowly to nearest element when not dragged
ScrollingElements();

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@ -143,7 +143,7 @@ namespace UnityEngine.UI.Extensions
private void Update()
{
// On Android the back button is sent as Esc
if (Input.GetKeyDown(KeyCode.Escape) && menuStack.Count > 0)
if (UIExtensionsInputManager.GetKeyDown(KeyCode.Escape) && menuStack.Count > 0)
{
menuStack.Peek().OnBackPressed();
}

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@ -56,7 +56,7 @@ namespace UnityEngine.UI.Extensions
}
}
if (Input.GetKeyDown(KeyCode.Tab) && Input.GetKey(KeyCode.LeftShift))
if (UIExtensionsInputManager.GetKeyDown(KeyCode.Tab) && UIExtensionsInputManager.GetKey(KeyCode.LeftShift))
{
if (NavigationMode == NavigationMode.Manual && NavigationPath.Length > 0)
{
@ -85,7 +85,7 @@ namespace UnityEngine.UI.Extensions
}
}
}
else if (Input.GetKeyDown(KeyCode.Tab))
else if (UIExtensionsInputManager.GetKeyDown(KeyCode.Tab))
{
if (NavigationMode == NavigationMode.Manual && NavigationPath.Length > 0)
{

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@ -135,7 +135,7 @@ namespace UnityEngine.UI.Extensions
public void OnScreenSpaceCamera()
{
//get the dynamic position of the pos in viewport coordinates
Vector3 newPos = GUICamera.ScreenToViewportPoint(Input.mousePosition);
Vector3 newPos = GUICamera.ScreenToViewportPoint(UIExtensionsInputManager.MousePosition);
// store in val the updated position (x or y) of the tooltip edge of interest
float val;

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@ -55,10 +55,10 @@ namespace UnityEngine.UI.Extensions
{
switch (tooltipPositioningType) {
case TooltipPositioningType.mousePosition:
StartHover(Input.mousePosition + offset, true);
StartHover(UIExtensionsInputManager.MousePosition + offset, true);
break;
case TooltipPositioningType.mousePositionAndFollow:
StartHover(Input.mousePosition + offset, true);
StartHover(UIExtensionsInputManager.MousePosition + offset, true);
hovered = true;
StartCoroutine(HoveredMouseFollowingLoop());
break;
@ -72,7 +72,7 @@ namespace UnityEngine.UI.Extensions
IEnumerator HoveredMouseFollowingLoop() {
while (hovered) {
StartHover(Input.mousePosition + offset);
StartHover(UIExtensionsInputManager.MousePosition + offset);
yield return null;
}
}

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@ -30,7 +30,7 @@ namespace UnityEngine.UI.Extensions
public void OnEndEdit(string txt)
{
if (!Input.GetKeyDown(KeyCode.Return) && !Input.GetKeyDown(KeyCode.KeypadEnter))
if (!UIExtensionsInputManager.GetKeyDown(KeyCode.Return) && !UIExtensionsInputManager.GetKeyDown(KeyCode.KeypadEnter))
return;
EnterSubmit.Invoke(txt);
if (defocusInput)

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@ -0,0 +1,273 @@
/// Credit SimonDarksideJ
/// Sourced from: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/348/menu-manager-does-not-work-with-the-new
using System;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
namespace UnityEngine.UI.Extensions
{
public static class UIExtensionsInputManager
{
#if !ENABLE_LEGACY_INPUT_MANAGER
private static bool[] mouseButtons = new bool[3] { false, false, false };
private static Dictionary<KeyCode, bool> keys = new Dictionary<KeyCode, bool>();
private static Dictionary<String, bool> buttons = new Dictionary<String, bool>();
#endif
public static bool GetMouseButton(int button)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetMouseButton(button);
#else
if (Mouse.current == null)
{
return false;
}
return Mouse.current.leftButton.isPressed;
#endif
}
public static bool GetMouseButtonDown(int button)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetMouseButtonDown(button);
#else
if (Mouse.current == null)
{
return false;
}
if (Mouse.current.leftButton.isPressed)
{
if (!mouseButtons[button])
{
mouseButtons[button] = true;
return true;
}
}
return false;
#endif
}
public static bool GetMouseButtonUp(int button)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetMouseButtonUp(button);
#else
if (Mouse.current == null)
{
return false;
}
if (mouseButtons[button] && !Mouse.current.leftButton.isPressed)
{
mouseButtons[button] = false;
return true;
}
return false;
#endif
}
public static bool GetButton(string input)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetButton(input);
#else
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (!buttons.ContainsKey(input))
{
buttons.Add(input, false);
}
return buttonPressed != null ? buttonPressed.isPressed : false;
#endif
}
private static ButtonControl GetButtonControlFromString(string input)
{
if (Gamepad.current == null)
{
return null;
}
switch (input)
{
case "Submit":
return Gamepad.current.aButton;
case "Cancel":
return Gamepad.current.bButton;
default:
return null;
}
}
public static bool GetButtonDown(string input)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetButtonDown(input);
#else
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (buttonPressed.isPressed)
{
if (!buttons.ContainsKey(input))
{
buttons.Add(input, false);
}
if (!buttons[input])
{
buttons[input] = true;
return true;
}
}
else
{
buttons[input] = false;
}
return false;
#endif
}
public static bool GetButtonUp(string input)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetButtonUp(input);
#else
ButtonControl buttonPressed = GetButtonControlFromString(input);
if (buttons[input] && !buttonPressed.isPressed)
{
buttons[input] = false;
return true;
}
return false;
#endif
}
public static bool GetKey(KeyCode key)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKey(key);
#else
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (!keys.ContainsKey(key))
{
keys.Add(key, false);
}
return keyPressed != null ? keyPressed.isPressed : false;
#endif
}
private static KeyControl GetKeyControlFromKeyCode(KeyCode key)
{
if (Keyboard.current == null)
{
return null;
}
switch (key)
{
case KeyCode.Escape:
return Keyboard.current.escapeKey;
case KeyCode.KeypadEnter:
return Keyboard.current.numpadEnterKey;
case KeyCode.UpArrow:
return Keyboard.current.upArrowKey;
case KeyCode.DownArrow:
return Keyboard.current.downArrowKey;
case KeyCode.RightArrow:
return Keyboard.current.rightArrowKey;
case KeyCode.LeftArrow:
return Keyboard.current.leftArrowKey;
case KeyCode.LeftShift:
return Keyboard.current.leftShiftKey;
case KeyCode.Tab:
return Keyboard.current.tabKey;
default:
return null;
}
}
public static bool GetKeyDown(KeyCode key)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKeyDown(key);
#else
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (keyPressed.isPressed)
{
if (!keys.ContainsKey(key))
{
keys.Add(key, false);
}
if (!keys[key])
{
keys[key] = true;
return true;
}
}
else
{
keys[key] = false;
}
return false;
#endif
}
public static bool GetKeyUp(KeyCode key)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKeyUp(key);
#else
KeyControl keyPressed = GetKeyControlFromKeyCode(key);
if (keys[key] && !keyPressed.isPressed)
{
keys[key] = false;
return true;
}
return false;
#endif
}
public static float GetAxisRaw(string axis)
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetAxisRaw(axis);
#else
if (Gamepad.current == null)
{
return 0f;
}
switch (axis)
{
case "Horizontal":
return Gamepad.current.leftStick.x.ReadValue();
case "Vertical":
return Gamepad.current.leftStick.y.ReadValue();
}
return 0f;
#endif
}
public static Vector3 MousePosition
{
get
{
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.mousePosition;
#else
return Mouse.current.position.ReadValue();
#endif
}
}
}
}

View File

@ -1,8 +1,11 @@
fileFormatVersion: 2
guid: 26158f38115d49a4a915f46c7eced4ab
guid: de7e73fc10fb95143a19dbc76c2595a7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -124,7 +124,7 @@ namespace UnityEngine.UI.Extensions
for (int i = 0; i < CancelScrollKeycodes.Count; i++)
{
if (Input.GetKeyDown(CancelScrollKeycodes[i]) == true)
if (UIExtensionsInputManager.GetKeyDown(CancelScrollKeycodes[i]) == true)
{
IsManualScrollingAvailable = true;

View File

@ -16,15 +16,15 @@ namespace UnityEngine.UI.Extensions
{
Vector3 thisPosition;
thisPosition.x = Input.mousePosition.x * xSens;
thisPosition.y = Input.mousePosition.y * ySens - 1;
thisPosition.x = UIExtensionsInputManager.MousePosition.x * xSens;
thisPosition.y = UIExtensionsInputManager.MousePosition.y * ySens - 1;
thisPosition.z = transform.position.z;
transform.position = thisPosition;
VRInputModule.cursorPosition = transform.position;
if (Input.GetMouseButtonDown(0) && currentCollider)
if (UIExtensionsInputManager.GetMouseButtonDown(0) && currentCollider)
{
VRInputModule.PointerSubmit(currentCollider.gameObject);
}

View File

@ -1,7 +1,8 @@
{
"name": "UnityUIExtensions",
"references": [
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
"GUID:2bafac87e7f4b9b418d9448d219b01ab",
"GUID:75469ad4d38634e559750d17036d5f7c"
],
"includePlatforms": [],
"excludePlatforms": [],
@ -10,5 +11,6 @@
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": []
"versionDefines": [],
"noEngineReferences": false
}