AkiraPixelWind/Assets/Scripts/Main/CustomsComponent/InputComponent.cs
2022-12-30 13:34:14 +08:00

216 lines
6.1 KiB
C#
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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; //鼠标点击ui位置
private int RoleID;
private void Start()
{
//事件注册
//AppEntry.Event.Subscribe(A123EventArgs.EventId, OnA123EventArgs);
}
/// <summary>
/// 检测是否点击UI
/// </summary>
/// <param name="mousePosition"></param>
/// <returns></returns>
private GameObject GetPointerOverGameObject(Vector2 mousePosition, out bool hasUI)
{
hasUI = false;
//创建一个点击事件
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = mousePosition;
List<RaycastResult> raycastResults = new List<RaycastResult>();
//向点击位置发射一条射线检测是否点击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()
{
//移动端
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer)
{
if (Input.touchCount == 0)
return Vector2.zero;
// 手指刚触摸到屏幕的时候 手指在屏幕上移动
if (Input.GetTouch(0).phase != TouchPhase.Began
&& Input.GetTouch(0).phase != TouchPhase.Moved)
return Vector2.zero;
return Input.GetTouch(0).position;
}
//其它平台
else
{
if (!Input.GetMouseButtonDown(0))
return Vector2.zero;
return Input.mousePosition;
}
}
//点击角色
//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;
//点击怪物, 选中只作选中
if (obj.CompareTag(Tags.Monster))
{
//TODO 点击到怪物
return true;
}
else if(obj.CompareTag(Tags.NPC))
{
//TODO 点击到NPC
}
else if (obj.CompareTag(Tags.Players))
{
//TODO 点击到玩家
return true;
}
return false;
}
// Update is called once per frame
void Update()
{
//双指操作
if (Update_DoubleTouch())
{
//如果有双指操作
return;
}
//按下
Vector2 clickPos = GetClickScreenPos();
if (clickPos.Equals(Vector2.zero))
{
return;
}
//点击UI退出
GameObject obj = GetPointerOverGameObject(clickPos, out bool hasUI);
//显示点击特效
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;
//点击地面
if (obj.CompareTag(Tags.Terrain) || obj.CompareTag(Tags.DROP))
{
//TODO一些阻止移动的内容
/*
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
TerrainParent.GetComponent<RectTransform>(),
clickPos,
GamePlayEntry.MainPlayer.TerrainCam,
out _clickPoint))
return;*/
if (withNode == E_NODE_TYPE.N_NPC)
{
//TODO 选中NPC
}
//TODO 移动
}
}
#region
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)//有其他和双指互斥的操作则跳出,可补充
return false;
if (Input.touchCount == 2)
{
float dis = Vector2.Distance(Input.touches[0].position, Input.touches[1].position);//两指之间的距离
if (-1 == last) last = dis;
float result = dis - last;//与上一帧比较变化
if (result + current < min)//区间限制:最小
result = min - current;
else if (result + current > max)//区间限制:最大
result = max - current;
result *= 0.1f;//系数
//TODO 可根据Result结果处理
current += result;//累计当前
last = dis;//记录为上一帧的值
return true;
}
else
{
last = -1;//不触发逻辑时
return false;
}
}
#endregion
}
}