246 lines
6.0 KiB
C#
246 lines
6.0 KiB
C#
/// Credit Tima Zhum
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/// Based on Joystick.cs from Unity Standard Assets/Cross Platform Input
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using UnityEngine.EventSystems;
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#if CROSS_PLATFORM_INPUT
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using UnityStandardAssets.CrossPlatformInput;
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#endif
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(Image))]
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[AddComponentMenu("Scripts/UnityEngine.UI.Extensions/FloatingJoystick")]
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public class FloatingJoystick: MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
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{
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/// <summary>
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/// The joystick base point image
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/// </summary>
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[Tooltip("Pivot of a joystick (not required)")]
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[SerializeField] private Image _joystickBasePoint = null;
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#if CROSS_PLATFORM_INPUT
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/// <summary>
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/// The joystick image
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/// </summary>
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private Image _joystickImage = null;
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/// <summary>
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/// The joystick enabled state
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/// </summary>
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private bool _joystickEnabled = false;
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/// <summary>
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/// The previous joystick enabled state
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/// </summary>
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private bool _joystickPreviouslyEnabled = false;
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/// <summary>
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/// The last point event data
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/// </summary>
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private PointerEventData _pedLast = null;
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/// <summary>
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/// Start this instance
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/// </summary>
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protected void Awake()
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{
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_joystickImage = GetComponent<Image>();
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}
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/// <summary>
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/// Update this instance
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/// </summary>
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protected void Update()
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{
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if (_joystickImage) _joystickImage.enabled = _joystickEnabled;
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if (_joystickBasePoint) _joystickBasePoint.enabled = _joystickEnabled;
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if (_joystickEnabled)
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{
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if (!_joystickPreviouslyEnabled)
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{
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Vector3 _position = _pedLast.position;
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ReinitializeAt(_position);
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if (_joystickBasePoint) _joystickBasePoint.transform.position = _position;
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}
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}
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_joystickPreviouslyEnabled = _joystickEnabled;
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}
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/// <summary>
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/// Raises the pointer down event
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/// </summary>
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/// <param name="_ped">Ped</param>
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public void OnPointerDownHelper(PointerEventData _ped)
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{
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OnPointerDown(_ped);
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_joystickEnabled = true;
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_pedLast = _ped;
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}
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/// <summary>
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/// Raises the pointer up event
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/// </summary>
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/// <param name="_ped">Ped</param>
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public void OnPointerUpHelper(PointerEventData _ped)
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{
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OnPointerUp(_ped);
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_joystickEnabled = false;
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_pedLast = _ped;
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}
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/// <summary>
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/// Raises the drag event
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/// </summary>
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/// <param name="_ped">Ped</param>
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public void OnDragHelper(PointerEventData _ped)
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{
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OnDrag(_ped);
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_pedLast = _ped;
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}
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/// <summary>
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/// Reinitializes the joystick at specific position
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/// </summary>
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/// <param name="_position">Position</param>
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public void ReinitializeAt(Vector3 _position)
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{
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transform.position = _position;
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Start();
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OnDisable();
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OnEnable();
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}
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#region STANDARDASSETSCODE
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/*
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* This is a copy of the Joystick.cs script from Unity Standard Assets/Cross Platform Input
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* The reason of copying: original script is not designed for inheriting (required for extending the functionalities)
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*/
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public enum AxisOption
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{
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// Options for which axes to use
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Both, // Use both
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OnlyHorizontal, // Only horizontal
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OnlyVertical // Only vertical
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}
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private int InitialMovementRange;
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public int MovementRange = 100;
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public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
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public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
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public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
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Vector3 m_StartPos;
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bool m_UseX; // Toggle for using the x axis
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bool m_UseY; // Toggle for using the Y axis
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CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
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CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
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void OnEnable()
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{
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CreateVirtualAxes();
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}
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void Start()
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{
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m_StartPos = transform.position;
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}
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void UpdateVirtualAxes(Vector3 value)
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{
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var delta = m_StartPos - value;
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delta.y = -delta.y;
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delta /= MovementRange;
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if (m_UseX)
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{
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m_HorizontalVirtualAxis.Update(-delta.x);
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}
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if (m_UseY)
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{
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m_VerticalVirtualAxis.Update(delta.y);
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}
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}
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void CreateVirtualAxes()
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{
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// set axes to use
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m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
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m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
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// create new axes based on axes to use
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if (m_UseX)
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{
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m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
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CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
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}
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if (m_UseY)
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{
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m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
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CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
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}
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}
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public void OnDrag(PointerEventData data)
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{
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Vector3 newPos = Vector3.zero;
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if (m_UseX)
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{
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int delta = (int)(data.position.x - m_StartPos.x);
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delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
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newPos.x = delta;
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}
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if (m_UseY)
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{
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int delta = (int)(data.position.y - m_StartPos.y);
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delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
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newPos.y = delta;
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}
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transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
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UpdateVirtualAxes(transform.position);
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}
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public void OnPointerUp(PointerEventData data)
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{
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transform.position = m_StartPos;
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UpdateVirtualAxes(m_StartPos);
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}
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public void OnPointerDown(PointerEventData data) { }
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void OnDisable()
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{
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// remove the joysticks from the cross platform input
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if (m_UseX)
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{
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m_HorizontalVirtualAxis.Remove();
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}
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if (m_UseY)
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{
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m_VerticalVirtualAxis.Remove();
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}
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}
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#endregion
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#else
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public void OnDrag(PointerEventData data) {}
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public void OnPointerUp(PointerEventData data) {}
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public void OnPointerDown(PointerEventData data) {}
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#endif
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}
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} |