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CrowdControl/Assets/Feel/MMTools/Tools/MMControls/MMTouchRepositionableJoysti...

148 lines
4.3 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to a UI rectangle and it'll act as a detection zone for a joystick.
/// Note that this component extends the MMTouchJoystick class so you don't need to add another joystick to it. It's both the detection zone and the stick itself.
/// </summary>
[AddComponentMenu("More Mountains/Tools/Controls/MMTouchRepositionableJoystick")]
public class MMTouchRepositionableJoystick : MMTouchJoystick, IPointerDownHandler
{
[MMInspectorGroup("Repositionable Joystick", true, 22)]
/// the canvas group to use as the joystick's knob
[Tooltip("the canvas group to use as the joystick's knob")]
public CanvasGroup KnobCanvasGroup;
/// the canvas group to use as the joystick's background
[Tooltip("the canvas group to use as the joystick's background")]
public CanvasGroup BackgroundCanvasGroup;
/// if this is true, the joystick won't be able to travel beyond the bounds of the top level canvas
[Tooltip("if this is true, the joystick won't be able to travel beyond the bounds of the top level canvas")]
public bool ConstrainToInitialRectangle = true;
/// if this is true, the joystick will return back to its initial position when released
[Tooltip("if this is true, the joystick will return back to its initial position when released")]
public bool ResetPositionToInitialOnRelease = false;
protected Vector3 _initialPosition;
protected Vector3 _newPosition;
protected CanvasGroup _knobCanvasGroup;
protected RectTransform _rectTransform;
/// <summary>
/// On Start, we instantiate our joystick's image if there's one
/// </summary>
protected override void Start()
{
base.Start();
// we store the detection zone's initial position
_rectTransform = GetComponent<RectTransform>();
_initialPosition = _rectTransform.position;
}
/// <summary>
/// On init we set our knob transform
/// </summary>
public override void Initialize()
{
base.Initialize();
SetKnobTransform(KnobCanvasGroup.transform);
_canvasGroup = KnobCanvasGroup;
_initialOpacity = _canvasGroup.alpha;
}
/// <summary>
/// When the zone is pressed, we move our joystick accordingly
/// </summary>
/// <param name="data">Data.</param>
public override void OnPointerDown(PointerEventData data)
{
base.OnPointerDown(data);
// if we're in "screen space - camera" render mode
if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera)
{
_newPosition = TargetCamera.ScreenToWorldPoint(data.position);
}
// otherwise
else
{
_newPosition = data.position;
}
_newPosition.z = this.transform.position.z;
if (!WithinBounds())
{
return;
}
// we define a new neutral position
BackgroundCanvasGroup.transform.position = _newPosition;
SetNeutralPosition(_newPosition);
_knobTransform.position = _newPosition;
}
/// <summary>
/// Returns true if the joystick's new position is within the bounds of the top level canvas
/// </summary>
/// <returns></returns>
protected virtual bool WithinBounds()
{
if (!ConstrainToInitialRectangle)
{
return true;
}
return RectTransformUtility.RectangleContainsScreenPoint(_rectTransform, _newPosition);
}
/// <summary>
/// When the player lets go of the stick, we restore our stick's position if needed
/// </summary>
/// <param name="eventData">Event data.</param>
public override void OnPointerUp(PointerEventData eventData)
{
base.OnPointerUp(eventData);
if (ResetPositionToInitialOnRelease)
{
BackgroundCanvasGroup.transform.position = _initialPosition;
_knobTransform.position = _initialPosition;
}
}
#if UNITY_EDITOR
/// <summary>
/// Draws gizmos if needed
/// </summary>
protected override void OnDrawGizmos()
{
if (!DrawGizmos)
{
return;
}
Handles.color = MMColors.Orange;
if (!Application.isPlaying)
{
if (KnobCanvasGroup != null)
{
Handles.DrawWireDisc(KnobCanvasGroup.transform.position, Vector3.forward, ComputedMaxRange);
}
else
{
Handles.DrawWireDisc(this.transform.position, Vector3.forward, ComputedMaxRange);
}
}
else
{
Handles.DrawWireDisc(_neutralPosition, Vector3.forward, ComputedMaxRange);
}
}
#endif
}
}