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