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113 lines
2.6 KiB
C#
113 lines
2.6 KiB
C#
2 weeks ago
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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[System.Serializable]
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public class Event : UnityEvent<Vector2> { }
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[Header("Rect References")]
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public RectTransform containerRect;
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public RectTransform handleRect;
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[Header("Settings")]
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public float joystickRange = 50f;
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public float magnitudeMultiplier = 1f;
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public bool invertXOutputValue;
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public bool invertYOutputValue;
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[Header("Output")]
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public Event joystickOutputEvent;
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void Start()
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{
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SetupHandle();
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}
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private void SetupHandle()
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{
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if(handleRect)
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{
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UpdateHandleRectPosition(Vector2.zero);
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}
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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OnDrag(eventData);
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}
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public void OnDrag(PointerEventData eventData)
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
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position = ApplySizeDelta(position);
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Vector2 clampedPosition = ClampValuesToMagnitude(position);
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Vector2 outputPosition = ApplyInversionFilter(position);
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OutputPointerEventValue(outputPosition * magnitudeMultiplier);
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if(handleRect)
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{
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UpdateHandleRectPosition(clampedPosition * joystickRange);
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}
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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OutputPointerEventValue(Vector2.zero);
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if(handleRect)
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{
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UpdateHandleRectPosition(Vector2.zero);
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}
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}
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private void OutputPointerEventValue(Vector2 pointerPosition)
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{
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joystickOutputEvent.Invoke(pointerPosition);
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}
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private void UpdateHandleRectPosition(Vector2 newPosition)
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{
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handleRect.anchoredPosition = newPosition;
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}
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Vector2 ApplySizeDelta(Vector2 position)
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{
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float x = (position.x/containerRect.sizeDelta.x) * 2.5f;
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float y = (position.y/containerRect.sizeDelta.y) * 2.5f;
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return new Vector2(x, y);
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}
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Vector2 ClampValuesToMagnitude(Vector2 position)
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{
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return Vector2.ClampMagnitude(position, 1);
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}
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Vector2 ApplyInversionFilter(Vector2 position)
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{
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if(invertXOutputValue)
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{
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position.x = InvertValue(position.x);
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}
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if(invertYOutputValue)
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{
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position.y = InvertValue(position.y);
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}
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return position;
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}
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float InvertValue(float value)
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{
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return -value;
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}
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}
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