Added UI Knob

Restructured controls in to their own folder.  If we are breaking Bkcompat, might as well make it a good one

--HG--
branch : develop_5.3
pull/413/head
Simon Jackson 2016-07-17 19:21:41 +01:00
parent c9fb580364
commit e105d9f2dd
56 changed files with 216 additions and 0 deletions

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@ -1637,6 +1637,15 @@ namespace UnityEditor.UI
#endregion #endregion
[MenuItem("GameObject/UI/Extensions/UI Knob", false)]
static public void AddUIKnob(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI Knob", menuCommand, s_ImageGUIElementSize);
go.AddComponent<Image>();
go.AddComponent<UI_Knob>();
Selection.activeGameObject = go;
}
#endregion #endregion
#region Helper Functions #region Helper Functions

9
Scripts/Controls.meta Normal file
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186
Scripts/Controls/UI_Knob.cs Normal file
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@ -0,0 +1,186 @@
/// Credit Tomasz Schelenz
/// Sourced from - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/46/feature-uiknob#comment-29243988
using UnityEngine.Events;
using UnityEngine.EventSystems;
/// <summary>
/// KNOB controller
///
/// Fields
/// - direction - direction of rotation CW - clockwise CCW - counter clock wise
/// - knobValue - Output value of the control
/// - maxValue - max value knob can rotate to, if higher than loops value or set to 0 - it will be ignored, and max value will be based on loops
/// - loops - how any turns around knob can do
/// - clampOutput01 - if true the output knobValue will be clamped between 0 and 1 regardless of number of loops.
/// - snapToPosition - snap to step. NOTE: max value will override the step.
/// - snapStepsPerLoop - how many snap positions are in one knob loop;
/// - OnValueChanged - event that is called every frame while rotationg knob, sends <float> argument of knobValue
/// NOTES
/// - script works only in images rotation on Z axis;
/// - while dragging outside of control, the rotation will be cancelled
/// </summary>
///
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Image))]
public class UI_Knob : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler, IBeginDragHandler, IDragHandler
{
public enum Direction { CW, CCW };
[Tooltip("Direction of rotation CW - clockwise, CCW - counterClockwise")]
public Direction direction = Direction.CW;
[HideInInspector]
public float knobValue;
[Tooltip("Max value of the knob, maximum RAW output value knob can reach, overrides snap step, IF set to 0 or higher than loops, max value will be set by loops")]
public float maxValue = 0;
[Tooltip("How many rotations knob can do, if higher than max value, the latter will limit max value")]
public int loops = 1;
[Tooltip("Clamp output value between 0 and 1, usefull with loops > 1")]
public bool clampOutput01 = false;
[Tooltip("snap to position?")]
public bool snapToPosition = false;
[Tooltip("Number of positions to snap")]
public int snapStepsPerLoop = 10;
[Space(30)]
public KnobFloatValueEvent OnValueChanged;
private float _currentLoops = 0;
private float _previousValue = 0;
private float _initAngle;
private float _currentAngle;
private Vector2 _currentVector;
private Quaternion _initRotation;
private bool _canDrag = false;
//ONLY ALLOW ROTATION WITH POINTER OVER THE CONTROL
public void OnPointerDown(PointerEventData eventData)
{
_canDrag = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_canDrag = false;
}
public void OnPointerEnter(PointerEventData eventData)
{
_canDrag = true;
}
public void OnPointerExit(PointerEventData eventData)
{
_canDrag = false;
}
public void OnBeginDrag(PointerEventData eventData)
{
SetInitPointerData(eventData);
}
void SetInitPointerData(PointerEventData eventData)
{
_initRotation = transform.rotation;
_currentVector = eventData.position - (Vector2)transform.position;
_initAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
}
public void OnDrag(PointerEventData eventData)
{
//CHECK IF CAN DRAG
if (!_canDrag)
{
SetInitPointerData(eventData);
return;
}
_currentVector = eventData.position - (Vector2)transform.position;
_currentAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
Quaternion addRotation = Quaternion.AngleAxis(_currentAngle - _initAngle, this.transform.forward);
addRotation.eulerAngles = new Vector3(0, 0, addRotation.eulerAngles.z);
Quaternion finalRotation = _initRotation * addRotation;
if (direction == Direction.CW)
{
knobValue = 1 - (finalRotation.eulerAngles.z / 360f);
if (snapToPosition)
{
SnapToPosition(ref knobValue);
finalRotation.eulerAngles = new Vector3(0, 0, 360 - 360 * knobValue);
}
}
else
{
knobValue = (finalRotation.eulerAngles.z / 360f);
if (snapToPosition)
{
SnapToPosition(ref knobValue);
finalRotation.eulerAngles = new Vector3(0, 0, 360 * knobValue);
}
}
//PREVENT OVERROTATION
if (Mathf.Abs(knobValue - _previousValue) > 0.5f)
{
if (knobValue < 0.5f && loops > 1 && _currentLoops < loops - 1)
{
_currentLoops++;
}
else if (knobValue > 0.5f && _currentLoops >= 1)
{
_currentLoops--;
}
else
{
if (knobValue > 0.5f && _currentLoops == 0)
{
knobValue = 0;
transform.localEulerAngles = Vector3.zero;
SetInitPointerData(eventData);
InvokeEvents(knobValue + _currentLoops);
return;
}
else if (knobValue < 0.5f && _currentLoops == loops - 1)
{
knobValue = 1;
transform.localEulerAngles = Vector3.zero;
SetInitPointerData(eventData);
InvokeEvents(knobValue + _currentLoops);
return;
}
}
}
//CHECK MAX VALUE
if (maxValue > 0)
{
if (knobValue + _currentLoops > maxValue)
{
knobValue = maxValue;
float maxAngle = direction == Direction.CW ? 360f - 360f * maxValue : 360f * maxValue;
transform.localEulerAngles = new Vector3(0, 0, maxAngle);
SetInitPointerData(eventData);
InvokeEvents(knobValue);
return;
}
}
transform.rotation = finalRotation;
InvokeEvents(knobValue + _currentLoops);
_previousValue = knobValue;
}
private void SnapToPosition(ref float knobValue)
{
float snapStep = 1 / (float)snapStepsPerLoop;
float newValue = Mathf.Round(knobValue / snapStep) * snapStep;
knobValue = newValue;
}
private void InvokeEvents(float value)
{
if (clampOutput01)
value /= loops;
OnValueChanged.Invoke(value);
}
}
[System.Serializable]
public class KnobFloatValueEvent : UnityEvent<float> { }
}

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