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CrowdControl/Assets/Feel/NiceVibrations/Demo/_Common/Scripts/UI/MMTouchButton.cs

396 lines
13 KiB
C#

2 months ago
// Copyright (c) Meta Platforms, Inc. and affiliates.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Lofelt.NiceVibrations
{
[RequireComponent(typeof(Rect))]
[RequireComponent(typeof(CanvasGroup))]
/// <summary>
/// Add this component to a GUI Image to have it act as a button.
/// Bind pressed down, pressed continually and released actions to it from the inspector
/// Handles mouse and multi touch
/// </summary>
public class MMTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, ISubmitHandler
{
/// The different possible states for the button :
/// Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen)
/// ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing
public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp, Disabled }
[Header("Binding")]
/// The method(s) to call when the button gets pressed down
public UnityEvent ButtonPressedFirstTime;
/// The method(s) to call when the button gets released
public UnityEvent ButtonReleased;
/// The method(s) to call while the button is being pressed
public UnityEvent ButtonPressed;
[Header("Sprite Swap")]
public Sprite DisabledSprite;
public Sprite PressedSprite;
public Sprite HighlightedSprite;
[Header("Color Changes")]
public bool PressedChangeColor = false;
public Color PressedColor = Color.white;
public bool LerpColor = true;
public float LerpColorDuration = 0.2f;
public AnimationCurve LerpColorCurve;
[Header("Opacity")]
/// the new opacity to apply to the canvas group when the button is pressed
public float PressedOpacity = 1f;
public float IdleOpacity = 1f;
public float DisabledOpacity = 1f;
[Header("Delays")]
public float PressedFirstTimeDelay = 0f;
public float ReleasedDelay = 0f;
[Header("Buffer")]
public float BufferDuration = 0f;
[Header("Animation")]
public Animator Animator;
public string IdleAnimationParameterName = "Idle";
public string DisabledAnimationParameterName = "Disabled";
public string PressedAnimationParameterName = "Pressed";
[Header("Mouse Mode")]
/// If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input).
public bool MouseMode = false;
public bool ReturnToInitialSpriteAutomatically { get; set; }
/// the current state of the button (off, down, pressed or up)
public ButtonStates CurrentState { get; protected set; }
protected bool _zonePressed = false;
protected CanvasGroup _canvasGroup;
protected float _initialOpacity;
protected Animator _animator;
protected Image _image;
protected Sprite _initialSprite;
protected Color _initialColor;
protected float _lastClickTimestamp = 0f;
protected Selectable _selectable;
protected float _lastStateChangeAt = -50f;
protected Color _imageColor;
protected Color _fromColor;
protected Color _toColor;
/// <summary>
/// On Start, we get our canvasgroup and set our initial alpha
/// </summary>
protected virtual void Awake()
{
Initialization();
}
protected virtual void Initialization()
{
ReturnToInitialSpriteAutomatically = true;
_selectable = GetComponent<Selectable>();
_image = GetComponent<Image>();
if (_image != null)
{
_initialColor = _image.color;
_initialSprite = _image.sprite;
}
_animator = GetComponent<Animator>();
if (Animator != null)
{
_animator = Animator;
}
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup != null)
{
_initialOpacity = IdleOpacity;
_canvasGroup.alpha = _initialOpacity;
_initialOpacity = _canvasGroup.alpha;
}
ResetButton();
}
/// <summary>
/// Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press
/// </summary>
protected virtual void Update()
{
switch (CurrentState)
{
case ButtonStates.Off:
SetOpacity(IdleOpacity);
if ((_image != null) && (ReturnToInitialSpriteAutomatically))
{
_image.sprite = _initialSprite;
}
if (_selectable != null)
{
_selectable.interactable = true;
if (EventSystem.current.currentSelectedGameObject == this.gameObject)
{
if (HighlightedSprite != null)
{
_image.sprite = HighlightedSprite;
}
}
}
break;
case ButtonStates.Disabled:
SetOpacity(DisabledOpacity);
if (_image != null)
{
if (DisabledSprite != null)
{
_image.sprite = DisabledSprite;
}
}
if (_selectable != null)
{
_selectable.interactable = false;
}
break;
case ButtonStates.ButtonDown:
break;
case ButtonStates.ButtonPressed:
SetOpacity(PressedOpacity);
OnPointerPressed();
if (_image != null)
{
if (PressedSprite != null)
{
_image.sprite = PressedSprite;
}
if (PressedChangeColor)
{
_image.color = PressedColor;
}
}
break;
case ButtonStates.ButtonUp:
break;
}
if ((_image != null) && (PressedChangeColor))
{
if (Time.time - _lastStateChangeAt < LerpColorDuration)
{
float t = LerpColorCurve.Evaluate(Remap(Time.time - _lastStateChangeAt, 0f, LerpColorDuration, 0f, 1f));
_image.color = Color.Lerp(_fromColor, _toColor, t);
}
}
UpdateAnimatorStates();
}
/// <summary>
/// At the end of every frame, we change our button's state if needed
/// </summary>
protected virtual void LateUpdate()
{
if (CurrentState == ButtonStates.ButtonUp)
{
_lastStateChangeAt = Time.time;
_fromColor = PressedColor;
_toColor = _initialColor;
CurrentState = ButtonStates.Off;
}
if (CurrentState == ButtonStates.ButtonDown)
{
_lastStateChangeAt = Time.time;
_fromColor = _initialColor;
_toColor = PressedColor;
CurrentState = ButtonStates.ButtonPressed;
}
}
/// <summary>
/// Triggers the bound pointer down action
/// </summary>
public virtual void OnPointerDown(PointerEventData data)
{
if (Time.time - _lastClickTimestamp < BufferDuration)
{
return;
}
if (CurrentState != ButtonStates.Off)
{
return;
}
CurrentState = ButtonStates.ButtonDown;
_lastClickTimestamp = Time.time;
if ((Time.timeScale != 0) && (PressedFirstTimeDelay > 0))
{
Invoke("InvokePressedFirstTime", PressedFirstTimeDelay);
}
else
{
ButtonPressedFirstTime.Invoke();
}
}
protected virtual void InvokePressedFirstTime()
{
if (ButtonPressedFirstTime != null)
{
ButtonPressedFirstTime.Invoke();
}
}
/// <summary>
/// Triggers the bound pointer up action
/// </summary>
public virtual void OnPointerUp(PointerEventData data)
{
if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown)
{
return;
}
CurrentState = ButtonStates.ButtonUp;
if ((Time.timeScale != 0) && (ReleasedDelay > 0))
{
Invoke("InvokeReleased", ReleasedDelay);
}
else
{
ButtonReleased.Invoke();
}
}
protected virtual void InvokeReleased()
{
if (ButtonReleased != null)
{
ButtonReleased.Invoke();
}
}
/// <summary>
/// Triggers the bound pointer pressed action
/// </summary>
public virtual void OnPointerPressed()
{
CurrentState = ButtonStates.ButtonPressed;
if (ButtonPressed != null)
{
ButtonPressed.Invoke();
}
}
/// <summary>
/// Resets the button's state and opacity
/// </summary>
protected virtual void ResetButton()
{
SetOpacity(_initialOpacity);
CurrentState = ButtonStates.Off;
}
/// <summary>
/// Triggers the bound pointer enter action when touch enters zone
/// </summary>
public virtual void OnPointerEnter(PointerEventData data)
{
if (!MouseMode)
{
OnPointerDown(data);
}
}
/// <summary>
/// Triggers the bound pointer exit action when touch is out of zone
/// </summary>
public virtual void OnPointerExit(PointerEventData data)
{
if (!MouseMode)
{
OnPointerUp(data);
}
}
/// <summary>
/// OnEnable, we reset our button state
/// </summary>
protected virtual void OnEnable()
{
ResetButton();
}
public virtual void DisableButton()
{
CurrentState = ButtonStates.Disabled;
}
public virtual void EnableButton()
{
if (CurrentState == ButtonStates.Disabled)
{
CurrentState = ButtonStates.Off;
}
}
protected virtual void SetOpacity(float newOpacity)
{
if (_canvasGroup != null)
{
_canvasGroup.alpha = newOpacity;
}
}
protected virtual void UpdateAnimatorStates()
{
if (_animator == null)
{
return;
}
if (DisabledAnimationParameterName != null)
{
_animator.SetBool(DisabledAnimationParameterName, (CurrentState == ButtonStates.Disabled));
}
if (PressedAnimationParameterName != null)
{
_animator.SetBool(PressedAnimationParameterName, (CurrentState == ButtonStates.ButtonPressed));
}
if (IdleAnimationParameterName != null)
{
_animator.SetBool(IdleAnimationParameterName, (CurrentState == ButtonStates.Off));
}
}
public virtual void OnSubmit(BaseEventData eventData)
{
if (ButtonPressedFirstTime != null)
{
ButtonPressedFirstTime.Invoke();
}
if (ButtonReleased != null)
{
ButtonReleased.Invoke();
}
}
protected virtual float Remap(float x, float A, float B, float C, float D)
{
float remappedValue = C + (x - A) / (B - A) * (D - C);
return remappedValue;
}
}
}