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CrowdControl/Assets/3rd/Joystick Pack_Free/Scripts/Joysticks/VariableJoystick.cs

63 lines
1.9 KiB
C#

1 month ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class VariableJoystick : Joystick
{
public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
[SerializeField] private float moveThreshold = 1;
[SerializeField] private JoystickType joystickType = JoystickType.Fixed;
private Vector2 fixedPosition = Vector2.zero;
public void SetMode(JoystickType joystickType)
{
this.joystickType = joystickType;
if(joystickType == JoystickType.Fixed)
{
background.anchoredPosition = fixedPosition;
background.gameObject.SetActive(true);
}
else
background.gameObject.SetActive(false);
}
protected override void Start()
{
base.Start();
fixedPosition = background.anchoredPosition;
SetMode(joystickType);
}
public override void OnPointerDown(PointerEventData eventData)
{
if(joystickType != JoystickType.Fixed)
{
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
background.gameObject.SetActive(true);
}
base.OnPointerDown(eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
if(joystickType != JoystickType.Fixed)
background.gameObject.SetActive(false);
base.OnPointerUp(eventData);
}
protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
{
if (joystickType == JoystickType.Dynamic && magnitude > moveThreshold)
{
Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
background.anchoredPosition += difference;
}
base.HandleInput(magnitude, normalised, radius, cam);
}
}
public enum JoystickType { Fixed, Floating, Dynamic }