/// Credit Tomasz Schelenz /// Sourced from - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/46/feature-uiknob#comment-29243988 using UnityEngine.Events; using UnityEngine.EventSystems; /// /// 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 argument of knobValue /// NOTES /// - script works only in images rotation on Z axis; /// - while dragging outside of control, the rotation will be cancelled /// /// namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(Image))] [AddComponentMenu("UI/Extensions/UI_Knob")] 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 { } }