AkiraPixelWind/Assets/Scripts/Main/CustomsComponent/InputComponent.cs

216 lines
6.1 KiB
C#
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2022-12-30 13:34:14 +08:00
using Axibug;
using Axibug.Event;
using Axibug.Resources;
using Axibug.Runtime;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UIElements;
namespace Game
{
public class InputComponent : GameComponent
{
private Vector2 _clickPoint; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>uiλ<69><CEBB>
private int RoleID;
private void Start()
{
//<2F>¼<EFBFBD>ע<EFBFBD><D7A2>
//AppEntry.Event.Subscribe(A123EventArgs.EventId, OnA123EventArgs);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>UI
/// </summary>
/// <param name="mousePosition"></param>
/// <returns></returns>
private GameObject GetPointerOverGameObject(Vector2 mousePosition, out bool hasUI)
{
hasUI = false;
//<2F><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = mousePosition;
List<RaycastResult> raycastResults = new List<RaycastResult>();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>÷<EFBFBD><C3B7><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD><DFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>UI
EventSystem.current.RaycastAll(eventData, raycastResults);
if (raycastResults.Count == 0)
return null;
for(int i=0; i<raycastResults.Count; i++)
{
if (raycastResults[i].gameObject.layer == LayerMask.NameToLayer("UI"))
{
hasUI = true;
continue;
}
return raycastResults[i].gameObject;
}
return null;
}
private Vector2 GetClickScreenPos()
{
//<2F>ƶ<EFBFBD><C6B6><EFBFBD>
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer)
{
if (Input.touchCount == 0)
return Vector2.zero;
// <20><>ָ<EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB>ʱ<EFBFBD><CAB1> <20><>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>ƶ<EFBFBD>
if (Input.GetTouch(0).phase != TouchPhase.Began
&& Input.GetTouch(0).phase != TouchPhase.Moved)
return Vector2.zero;
return Input.GetTouch(0).position;
}
//<2F><><EFBFBD><EFBFBD>ƽ̨
else
{
if (!Input.GetMouseButtonDown(0))
return Vector2.zero;
return Input.mousePosition;
}
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
//private bool ProcessRaycast(Vector2 point, out GameObject obj,out E_NODE_TYPE withNode,out int CharIndex)
private bool ProcessRaycast(Vector2 point, out E_NODE_TYPE withNode,out int RoleID)
{
withNode = E_NODE_TYPE.N_FREE;
RoleID = 0;
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(point);
if (!Physics.Raycast(ray, out hit))
return false;
GameObject obj = hit.collider.gameObject;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, ѡ<><D1A1>ֻ<EFBFBD><D6BB>ѡ<EFBFBD><D1A1>
if (obj.CompareTag(Tags.Monster))
{
//TODO <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
return true;
}
else if(obj.CompareTag(Tags.NPC))
{
//TODO <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC
}
else if (obj.CompareTag(Tags.Players))
{
//TODO <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
return true;
}
return false;
}
// Update is called once per frame
void Update()
{
//˫ָ<CBAB><D6B8><EFBFBD><EFBFBD>
if (Update_DoubleTouch())
{
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˫ָ<CBAB><D6B8><EFBFBD><EFBFBD>
return;
}
//<2F><><EFBFBD><EFBFBD>
Vector2 clickPos = GetClickScreenPos();
if (clickPos.Equals(Vector2.zero))
{
return;
}
//<2F><><EFBFBD><EFBFBD>UI<55><49><EFBFBD>˳<EFBFBD>
GameObject obj = GetPointerOverGameObject(clickPos, out bool hasUI);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
if(GamePlayEntry.UI.IsOpen<TouchButtonEffectUI>()) GamePlayEntry.UI.Hide<TouchButtonEffectUI>();
GamePlayEntry.UI.OpenUI<TouchButtonEffectUI>();
if (hasUI)
{
return;
}
if (ProcessRaycast(clickPos, out E_NODE_TYPE withNode, out int CharIndex))
return;
if (obj == null)
return;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (obj.CompareTag(Tags.Terrain) || obj.CompareTag(Tags.DROP))
{
//TODOһЩ<D2BB><D0A9>ֹ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/*
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
TerrainParent.GetComponent<RectTransform>(),
clickPos,
GamePlayEntry.MainPlayer.TerrainCam,
out _clickPoint))
return;*/
if (withNode == E_NODE_TYPE.N_NPC)
{
//TODO ѡ<><D1A1>NPC
}
//TODO <20>ƶ<EFBFBD>
}
}
#region ˫ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected readonly Transform m_zoom = null;
private float max = 300f;
private float min = -300;
protected static float current = 0;
private float last = -1;
public bool Update_DoubleTouch()
{
if (false)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˫ָ<CBAB><D6B8><EFBFBD><EFBFBD><EFBFBD>IJ<EFBFBD><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>
return false;
if (Input.touchCount == 2)
{
float dis = Vector2.Distance(Input.touches[0].position, Input.touches[1].position);//<2F><>ָ֮<D6B8><D6AE><EFBFBD>ľ<EFBFBD><C4BE><EFBFBD>
if (-1 == last) last = dis;
float result = dis - last;//<2F><><EFBFBD><EFBFBD>һ֡<D2BB>Ƚϱ
if (result + current < min)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD><C6A3><EFBFBD>С
result = min - current;
else if (result + current > max)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD>
result = max - current;
result *= 0.1f;//ϵ<><CFB5>
//TODO <20>ɸ<EFBFBD><C9B8><EFBFBD>Result<6C><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
current += result;//<2F>ۼƵ<DBBC>ǰ
last = dis;//<2F><>¼Ϊ<C2BC><CEAA>һ֡<D2BB><D6A1>ֵ
return true;
}
else
{
last = -1;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߼<EFBFBD>ʱ
return false;
}
}
#endregion
}
}