|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
namespace MoreMountains.Tools
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Add this class to a canvas and it'll automatically reposition TouchPrefabs at the position of touches
|
|
|
|
|
/// You can set a higher TouchProvision if your game gets more than the default number (6) simultaneous touches
|
|
|
|
|
/// Disable/enable this mono for it to stop/work
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class MMDebugTouchDisplay : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
[Header("Bindings")]
|
|
|
|
|
/// the canvas to display the TouchPrefabs on
|
|
|
|
|
public Canvas TargetCanvas;
|
|
|
|
|
|
|
|
|
|
[Header("Touches")]
|
|
|
|
|
/// the prefabs to instantiate to signify the position of the touches
|
|
|
|
|
public RectTransform TouchPrefab;
|
|
|
|
|
/// the amount of these prefabs to pool and provision
|
|
|
|
|
public int TouchProvision = 6;
|
|
|
|
|
|
|
|
|
|
protected List<RectTransform> _touchDisplays;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On Start we initialize our pool
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Start()
|
|
|
|
|
{
|
|
|
|
|
Initialization();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Creates the pool of prefabs
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Initialization()
|
|
|
|
|
{
|
|
|
|
|
_touchDisplays = new List<RectTransform>();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < TouchProvision; i++)
|
|
|
|
|
{
|
|
|
|
|
RectTransform touchDisplay = Instantiate(TouchPrefab);
|
|
|
|
|
touchDisplay.transform.SetParent(TargetCanvas.transform);
|
|
|
|
|
touchDisplay.name = "MMDebugTouchDisplay_" + i;
|
|
|
|
|
touchDisplay.gameObject.SetActive(false);
|
|
|
|
|
_touchDisplays.Add(touchDisplay);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.enabled = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On update we detect touches and move our prefabs at their position
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Update()
|
|
|
|
|
{
|
|
|
|
|
DisableAllDisplays();
|
|
|
|
|
DetectTouches();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Acts on all touches
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void DetectTouches()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < Input.touchCount; ++i)
|
|
|
|
|
{
|
|
|
|
|
_touchDisplays[i].gameObject.SetActive(true);
|
|
|
|
|
_touchDisplays[i].position = Input.GetTouch(i).position;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Disables all touch prefabs
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void DisableAllDisplays()
|
|
|
|
|
{
|
|
|
|
|
foreach(RectTransform display in _touchDisplays)
|
|
|
|
|
{
|
|
|
|
|
display.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// When this mono gets disabled we turn all our prefabs off
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void OnDisable()
|
|
|
|
|
{
|
|
|
|
|
DisableAllDisplays();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|