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147 lines
4.9 KiB
C#
147 lines
4.9 KiB
C#
2 months ago
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using System;
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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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namespace D2D.Utilities
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{
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public class DInput
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{
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public static Vector3 MousePosition => Input.mousePosition;
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public static bool IsMousePressed => Input.GetMouseButtonDown(0);
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public static bool IsMousePressing => Input.GetMouseButton(0);
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public static bool IsMouseReleased => Input.GetMouseButtonUp(0);
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public static bool IsLeftPressed => Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A);
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public static bool IsLeftPressing => Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A);
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public static bool IsLeftReleased => Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.A);
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public static bool IsRightPressed => Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D);
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public static bool IsRightPressing => Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D);
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public static bool IsRightReleased => Input.GetKeyUp(KeyCode.RightArrow) || Input.GetKeyUp(KeyCode.D);
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public static bool IsUpPressed => Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W);
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public static bool IsUpPressing => Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W);
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public static bool IsUpReleased => Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.W);
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public static bool IsDownPressed => Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S);
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public static bool IsDownPressing => Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S);
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public static bool IsDownReleased => Input.GetKeyUp(KeyCode.DownArrow) || Input.GetKeyUp(KeyCode.S);
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public static bool IsMouseOverGameObject
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{
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get
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{
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var eventDataCurrentPosition = new PointerEventData(EventSystem.current)
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{
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position = new Vector2(Input.mousePosition.x, Input.mousePosition.y)
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};
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var results = new List<RaycastResult>();
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EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
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return results.Count > 0;
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}
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}
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/// <summary>
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/// Converts swipe vector to 0..360 angle.
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/// </summary>
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public static float GetAngleFromSwipe(Vector2 swipe)
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{
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return 360 - MathSugar.Angle360(Vector2.up, swipe);
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}
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/// <summary>
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/// Offset by default = 0, useful for rotating by 45 degrees (like in Relaxy game)
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/// </summary>
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public static Vector2 GetDirectionVectorFromSwipe(Vector2 swipe, float offset = 0)
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{
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Vector2 direction = Vector2.zero;
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float angle = GetAngleFromSwipe(swipe);
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if (angle.Between(-45 + offset, 45 + offset))
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direction.y = -1;
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else if (angle.Between(45 + offset, 135 + offset))
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direction.x = -1;
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else if (angle.Between(135 + offset, 225 + offset))
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direction.y = 1;
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else if (angle.Between(225 + offset, 314 + offset))
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direction.x = 1;
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return direction;
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}
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public static Vector3 GetDirectionVectorFromArrowKeys(Vector3 swipe, bool is3d = true)
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{
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var direction = Vector3.zero;
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if (IsLeftPressing)
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{
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direction.x = -1;
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}
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if (IsRightPressing)
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{
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direction.x = 1;
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}
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if (IsUpPressing)
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{
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if (is3d)
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direction.z = 1;
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else
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direction.y = 1;
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}
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if (IsDownPressing)
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{
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if (is3d)
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direction.z = -1;
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else
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direction.y = -1;
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}
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return direction;
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}
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public static Vector3 GetDirectionVectorFromArrowKeys(Vector2 swipe, Action left, Action right,
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Action up, Action down, bool is3d = true)
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{
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var direction = Vector3.zero;
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if (IsLeftPressing)
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{
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direction.x = -1;
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left?.Invoke();
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}
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if (IsRightPressing)
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{
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direction.x = 1;
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right?.Invoke();
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}
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if (IsUpPressing)
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{
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if (is3d)
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direction.z = 1;
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else
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direction.y = 1;
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up?.Invoke();
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}
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if (IsDownPressing)
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{
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if (is3d)
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direction.z = -1;
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else
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direction.y = -1;
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down?.Invoke();
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}
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return direction;
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}
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}
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}
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