Merged in develop (pull request #3)

Updated with patches to AimerInputModule and ToolTip, plus editor update
pull/413/head
Simon Jackson 2015-02-26 20:45:23 +00:00
commit f2669b546e
4 changed files with 187 additions and 67 deletions

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@ -1,92 +1,167 @@
/// Credit Chris Trueman
/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections.Generic;
namespace UnityEngine.EventSystems.Extensions
{
[RequireComponent(typeof(EventSystem))]
[AddComponentMenu("UI/Extensions/Aimer Input Module")]
public class AimerInputModule : BaseInputModule
public class AimerInputModule : PointerInputModule
{
public string ActivateAxis = "Interact";
/// <summary>
/// The Input axis name used to activate the object under the reticle.
/// </summary>
public string activateAxis = "Interact";
public static GameObject ObjectUnderAimer;
/// <summary>
/// The aimer offset position. Aimer is center screen use this offset to change that.
/// </summary>
public Vector2 aimerOffset = new Vector2(0, 0);
public static Camera CurrentPlayerCamera;
/// <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 void Awake()
public override void ActivateModule()
{
var StandAloneSystem = GetComponent<StandaloneInputModule>();
if (StandAloneSystem != null)
{
Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, please remove it from the Event System in this scene");
}
if (!CurrentPlayerCamera)
{
CurrentPlayerCamera = Camera.main;
}
}
StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
public override void UpdateModule()
{
GetObjectUnderAimer();
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()
{
if (ObjectUnderAimer)
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 beign 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)
{
if (Input.GetButtonDown(ActivateAxis))
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);
// didnt find a press handler... search for a click handler
if (newPressed == null)
{
BaseEventData eventData = GetBaseEventData();
eventData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eventData, ExecuteEvents.submitHandler);
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;
}
}
List<RaycastResult> results = new List<RaycastResult>();
private bool GetObjectUnderAimer()
public override void DeactivateModule()
{
PointerEventData pointerData = new PointerEventData(eventSystem);
pointerData.worldPosition = CurrentPlayerCamera.transform.position;
eventSystem.RaycastAll(pointerData, results);
if (results.Count > 0)
{
RaycastResult rayResult = FindFirstRaycast(results);
if (ObjectUnderAimer != rayResult.gameObject)
{
Debug.Log(rayResult.gameObject.name);
ObjectUnderAimer = rayResult.gameObject;
BaseEventData eData = GetBaseEventData();
eData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerEnterHandler);
}
results.Clear();
return true;
}
//We didn't hit anything
if (ObjectUnderAimer)
{
BaseEventData eData = GetBaseEventData();
eData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerExitHandler);
}
results.Clear();
ObjectUnderAimer = null;
return false;
base.DeactivateModule();
ClearSelection();
}
}
}

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@ -1,5 +1,5 @@
///Credit Martin Sharkbomb
///Sourced from - http://forum.unity3d.com/threads/tooltips.264395/#post-1957075
///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
namespace UnityEngine.UI.Extensions
{

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@ -1,5 +1,5 @@
///Credit Martin Sharkbomb
///Sourced from - http://forum.unity3d.com/threads/tooltips.264395/#post-1957075
///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
using UnityEngine.EventSystems;

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@ -24,7 +24,7 @@ namespace UnityEditor.UI
private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
private static Vector2 s_ThickGUIElementSize = new Vector2(kWidth, kThickHeight);
//private static Vector2 s_ThinGUIElementSize = new Vector2(kWidth, kThinHeight);
private static Vector2 s_ThinGUIElementSize = new Vector2(kWidth, kThinHeight);
private static Vector2 s_ImageGUIElementSize = new Vector2(100f, 100f);
private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
@ -137,7 +137,6 @@ namespace UnityEditor.UI
return root;
}
[MenuItem("GameObject/UI/EventSystem", false, 2010)]
public static void CreateEventSystem(MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
@ -747,6 +746,52 @@ namespace UnityEditor.UI
}
}
[MenuItem("GameObject/UI/Extensions/Progress Bar", false)]
static public void AddSlider(MenuCommand menuCommand)
{
// Create GOs Hierarchy
GameObject root = CreateUIElementRoot("Progress Bar", menuCommand, s_ThinGUIElementSize);
GameObject background = CreateUIObject("Background", root);
GameObject fillArea = CreateUIObject("Fill Area", root);
GameObject fill = CreateUIObject("Fill", fillArea);
// Background
Image backgroundImage = background.AddComponent<Image>();
backgroundImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpriteResourcePath);
backgroundImage.type = Image.Type.Sliced;
backgroundImage.color = s_DefaultSelectableColor;
RectTransform backgroundRect = background.GetComponent<RectTransform>();
backgroundRect.anchorMin = new Vector2(0, 0.25f);
backgroundRect.anchorMax = new Vector2(1, 0.75f);
backgroundRect.sizeDelta = new Vector2(0, 0);
// Fill Area
RectTransform fillAreaRect = fillArea.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0, 0.25f);
fillAreaRect.anchorMax = new Vector2(1, 0.75f);
fillAreaRect.anchoredPosition = Vector2.zero;
fillAreaRect.sizeDelta = Vector2.zero;
// Fill
Image fillImage = fill.AddComponent<Image>();
fillImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
fillImage.type = Image.Type.Sliced;
fillImage.color = s_DefaultSelectableColor;
RectTransform fillRect = fill.GetComponent<RectTransform>();
fillRect.sizeDelta = Vector2.zero;
// Setup slider component
Slider slider = root.AddComponent<Slider>();
slider.value = 0;
slider.fillRect = fill.GetComponent<RectTransform>();
slider.targetGraphic = fillImage;
slider.direction = Slider.Direction.LeftToRight;
SetDefaultColorTransitionValues(slider);
}
#endregion
#region Helper Functions