Merged in develop (pull request #3)
Updated with patches to AimerInputModule and ToolTip, plus editor updatepull/413/head
commit
f2669b546e
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@ -1,92 +1,167 @@
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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;
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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 : BaseInputModule
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public class AimerInputModule : PointerInputModule
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{
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public string ActivateAxis = "Interact";
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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 = "Interact";
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public static GameObject ObjectUnderAimer;
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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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public static Camera CurrentPlayerCamera;
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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 void Awake()
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public override void ActivateModule()
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{
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var StandAloneSystem = GetComponent<StandaloneInputModule>();
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if (StandAloneSystem != null)
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{
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Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, please remove it from the Event System in this scene");
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}
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if (!CurrentPlayerCamera)
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{
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CurrentPlayerCamera = Camera.main;
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}
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}
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StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
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public override void UpdateModule()
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{
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GetObjectUnderAimer();
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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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if (ObjectUnderAimer)
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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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if (Input.GetButtonDown(ActivateAxis))
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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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BaseEventData eventData = GetBaseEventData();
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eventData.selectedObject = ObjectUnderAimer;
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ExecuteEvents.Execute(ObjectUnderAimer, eventData, ExecuteEvents.submitHandler);
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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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List<RaycastResult> results = new List<RaycastResult>();
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private bool GetObjectUnderAimer()
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public override void DeactivateModule()
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{
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PointerEventData pointerData = new PointerEventData(eventSystem);
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pointerData.worldPosition = CurrentPlayerCamera.transform.position;
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eventSystem.RaycastAll(pointerData, results);
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if (results.Count > 0)
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{
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RaycastResult rayResult = FindFirstRaycast(results);
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if (ObjectUnderAimer != rayResult.gameObject)
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{
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Debug.Log(rayResult.gameObject.name);
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ObjectUnderAimer = rayResult.gameObject;
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BaseEventData eData = GetBaseEventData();
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eData.selectedObject = ObjectUnderAimer;
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ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerEnterHandler);
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}
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results.Clear();
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return true;
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}
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//We didn't hit anything
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if (ObjectUnderAimer)
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{
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BaseEventData eData = GetBaseEventData();
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eData.selectedObject = ObjectUnderAimer;
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ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerExitHandler);
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}
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results.Clear();
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ObjectUnderAimer = null;
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return false;
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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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@ -1,5 +1,5 @@
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///Credit Martin Sharkbomb
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///Sourced from - http://forum.unity3d.com/threads/tooltips.264395/#post-1957075
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///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
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///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
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namespace UnityEngine.UI.Extensions
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{
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@ -1,5 +1,5 @@
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///Credit Martin Sharkbomb
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///Sourced from - http://forum.unity3d.com/threads/tooltips.264395/#post-1957075
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///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
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///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
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using UnityEngine.EventSystems;
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@ -24,7 +24,7 @@ namespace UnityEditor.UI
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private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
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private static Vector2 s_ThickGUIElementSize = new Vector2(kWidth, kThickHeight);
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//private static Vector2 s_ThinGUIElementSize = new Vector2(kWidth, kThinHeight);
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private static Vector2 s_ThinGUIElementSize = new Vector2(kWidth, kThinHeight);
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private static Vector2 s_ImageGUIElementSize = new Vector2(100f, 100f);
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private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
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private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
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@ -137,7 +137,6 @@ namespace UnityEditor.UI
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return root;
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}
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[MenuItem("GameObject/UI/EventSystem", false, 2010)]
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public static void CreateEventSystem(MenuCommand menuCommand)
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{
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GameObject parent = menuCommand.context as GameObject;
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@ -747,6 +746,52 @@ namespace UnityEditor.UI
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}
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}
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[MenuItem("GameObject/UI/Extensions/Progress Bar", false)]
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static public void AddSlider(MenuCommand menuCommand)
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{
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// Create GOs Hierarchy
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GameObject root = CreateUIElementRoot("Progress Bar", menuCommand, s_ThinGUIElementSize);
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GameObject background = CreateUIObject("Background", root);
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GameObject fillArea = CreateUIObject("Fill Area", root);
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GameObject fill = CreateUIObject("Fill", fillArea);
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// Background
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Image backgroundImage = background.AddComponent<Image>();
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backgroundImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpriteResourcePath);
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backgroundImage.type = Image.Type.Sliced;
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backgroundImage.color = s_DefaultSelectableColor;
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RectTransform backgroundRect = background.GetComponent<RectTransform>();
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backgroundRect.anchorMin = new Vector2(0, 0.25f);
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backgroundRect.anchorMax = new Vector2(1, 0.75f);
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backgroundRect.sizeDelta = new Vector2(0, 0);
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// Fill Area
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RectTransform fillAreaRect = fillArea.GetComponent<RectTransform>();
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fillAreaRect.anchorMin = new Vector2(0, 0.25f);
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fillAreaRect.anchorMax = new Vector2(1, 0.75f);
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fillAreaRect.anchoredPosition = Vector2.zero;
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fillAreaRect.sizeDelta = Vector2.zero;
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// Fill
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Image fillImage = fill.AddComponent<Image>();
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fillImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
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fillImage.type = Image.Type.Sliced;
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fillImage.color = s_DefaultSelectableColor;
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RectTransform fillRect = fill.GetComponent<RectTransform>();
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fillRect.sizeDelta = Vector2.zero;
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// Setup slider component
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Slider slider = root.AddComponent<Slider>();
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slider.value = 0;
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slider.fillRect = fill.GetComponent<RectTransform>();
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slider.targetGraphic = fillImage;
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slider.direction = Slider.Direction.LeftToRight;
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SetDefaultColorTransitionValues(slider);
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}
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#endregion
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#region Helper Functions
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