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CrowdControl/Assets/3rd/D2D_Scripts/Utilities/DInput.cs

147 lines
4.9 KiB
C#

2 months ago
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace D2D.Utilities
{
public class DInput
{
public static Vector3 MousePosition => Input.mousePosition;
public static bool IsMousePressed => Input.GetMouseButtonDown(0);
public static bool IsMousePressing => Input.GetMouseButton(0);
public static bool IsMouseReleased => Input.GetMouseButtonUp(0);
public static bool IsLeftPressed => Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A);
public static bool IsLeftPressing => Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A);
public static bool IsLeftReleased => Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.A);
public static bool IsRightPressed => Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D);
public static bool IsRightPressing => Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D);
public static bool IsRightReleased => Input.GetKeyUp(KeyCode.RightArrow) || Input.GetKeyUp(KeyCode.D);
public static bool IsUpPressed => Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W);
public static bool IsUpPressing => Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W);
public static bool IsUpReleased => Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.W);
public static bool IsDownPressed => Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S);
public static bool IsDownPressing => Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S);
public static bool IsDownReleased => Input.GetKeyUp(KeyCode.DownArrow) || Input.GetKeyUp(KeyCode.S);
public static bool IsMouseOverGameObject
{
get
{
var eventDataCurrentPosition = new PointerEventData(EventSystem.current)
{
position = new Vector2(Input.mousePosition.x, Input.mousePosition.y)
};
var results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
return results.Count > 0;
}
}
/// <summary>
/// Converts swipe vector to 0..360 angle.
/// </summary>
public static float GetAngleFromSwipe(Vector2 swipe)
{
return 360 - MathSugar.Angle360(Vector2.up, swipe);
}
/// <summary>
/// Offset by default = 0, useful for rotating by 45 degrees (like in Relaxy game)
/// </summary>
public static Vector2 GetDirectionVectorFromSwipe(Vector2 swipe, float offset = 0)
{
Vector2 direction = Vector2.zero;
float angle = GetAngleFromSwipe(swipe);
if (angle.Between(-45 + offset, 45 + offset))
direction.y = -1;
else if (angle.Between(45 + offset, 135 + offset))
direction.x = -1;
else if (angle.Between(135 + offset, 225 + offset))
direction.y = 1;
else if (angle.Between(225 + offset, 314 + offset))
direction.x = 1;
return direction;
}
public static Vector3 GetDirectionVectorFromArrowKeys(Vector3 swipe, bool is3d = true)
{
var direction = Vector3.zero;
if (IsLeftPressing)
{
direction.x = -1;
}
if (IsRightPressing)
{
direction.x = 1;
}
if (IsUpPressing)
{
if (is3d)
direction.z = 1;
else
direction.y = 1;
}
if (IsDownPressing)
{
if (is3d)
direction.z = -1;
else
direction.y = -1;
}
return direction;
}
public static Vector3 GetDirectionVectorFromArrowKeys(Vector2 swipe, Action left, Action right,
Action up, Action down, bool is3d = true)
{
var direction = Vector3.zero;
if (IsLeftPressing)
{
direction.x = -1;
left?.Invoke();
}
if (IsRightPressing)
{
direction.x = 1;
right?.Invoke();
}
if (IsUpPressing)
{
if (is3d)
direction.z = 1;
else
direction.y = 1;
up?.Invoke();
}
if (IsDownPressing)
{
if (is3d)
direction.z = -1;
else
direction.y = -1;
down?.Invoke();
}
return direction;
}
}
}