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using UnityEngine;
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using System.Collections;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Input helpers
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/// </summary>
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public class MMInput : MonoBehaviour
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{
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/// <summary>
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/// All possible states for a button. Can be used in a state machine.
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/// </summary>
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public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp }
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public enum AxisTypes { Positive, Negative }
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/// <summary>
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/// Takes an axis and returns a ButtonState depending on whether the axis is pressed or not (useful for xbox triggers for example), and when you need to use an axis/trigger as a binary thing
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/// </summary>
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/// <returns>The axis as button.</returns>
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/// <param name="axisName">Axis name.</param>
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/// <param name="threshold">Threshold value below which the button is off or released.</param>
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/// <param name="currentState">Current state of the axis.</param>
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public static ButtonStates ProcessAxisAsButton (string axisName, float threshold, ButtonStates currentState, AxisTypes AxisType = AxisTypes.Positive)
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{
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float axisValue = Input.GetAxis (axisName);
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ButtonStates returnState;
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bool comparison = (AxisType == AxisTypes.Positive) ? (axisValue < threshold) : (axisValue > threshold);
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if (comparison)
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{
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if (currentState == ButtonStates.ButtonPressed)
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{
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returnState = ButtonStates.ButtonUp;
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}
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else
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{
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returnState = ButtonStates.Off;
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}
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}
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else
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{
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if (currentState == ButtonStates.Off)
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{
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returnState = ButtonStates.ButtonDown;
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}
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else
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{
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returnState = ButtonStates.ButtonPressed;
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}
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}
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return returnState;
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}
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/// <summary>
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/// IM button, short for InputManager button, a class used to handle button states, whether mobile or actual keys
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/// </summary>
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public class IMButton
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{
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/// a state machine used to store button states
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public MMStateMachine<MMInput.ButtonStates> State {get;protected set;}
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/// the unique ID of this button
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public string ButtonID;
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public delegate void ButtonDownMethodDelegate();
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public delegate void ButtonPressedMethodDelegate();
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public delegate void ButtonUpMethodDelegate();
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public ButtonDownMethodDelegate ButtonDownMethod;
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public ButtonPressedMethodDelegate ButtonPressedMethod;
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public ButtonUpMethodDelegate ButtonUpMethod;
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/// returns the time (in unscaled seconds) since the last time the button was pressed down
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public float TimeSinceLastButtonDown { get { return Time.unscaledTime - _lastButtonDownAt; } }
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/// returns the time (in unscaled seconds) since the last time the button was released
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public float TimeSinceLastButtonUp { get { return Time.unscaledTime - _lastButtonUpAt; } }
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/// returns true if this button was pressed down within the time (in unscaled seconds) passed in parameters
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public bool ButtonDownRecently(float time) { return (TimeSinceLastButtonDown <= time); }
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/// returns true if this button was released within the time (in unscaled seconds) passed in parameters
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public bool ButtonUpRecently(float time) { return (TimeSinceLastButtonUp <= time); }
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protected float _lastButtonDownAt;
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protected float _lastButtonUpAt;
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public IMButton(string playerID, string buttonID, ButtonDownMethodDelegate btnDown = null, ButtonPressedMethodDelegate btnPressed = null, ButtonUpMethodDelegate btnUp = null)
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{
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ButtonID = playerID + "_" + buttonID;
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ButtonDownMethod = btnDown;
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ButtonUpMethod = btnUp;
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ButtonPressedMethod = btnPressed;
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State = new MMStateMachine<MMInput.ButtonStates> (null, false);
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State.ChangeState (MMInput.ButtonStates.Off);
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}
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public virtual void TriggerButtonDown()
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{
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_lastButtonDownAt = Time.unscaledTime;
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if (ButtonDownMethod == null)
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{
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State.ChangeState(MMInput.ButtonStates.ButtonDown);
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}
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else
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{
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ButtonDownMethod();
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}
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}
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public virtual void TriggerButtonPressed()
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{
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if (ButtonPressedMethod == null)
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{
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State.ChangeState(MMInput.ButtonStates.ButtonPressed);
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}
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else
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{
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ButtonPressedMethod();
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}
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}
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public virtual void TriggerButtonUp()
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{
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_lastButtonUpAt = Time.unscaledTime;
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if (ButtonUpMethod == null)
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{
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State.ChangeState(MMInput.ButtonStates.ButtonUp);
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}
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else
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{
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ButtonUpMethod();
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}
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}
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}
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}
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}
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