MAME.Core/MAME.Unity/Assets/Script/UMAME/FloatingJoystick.cs

71 lines
2.1 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class FloatingJoystick : Joystick
{
public Image mImgBg;
public Image mImgHandle;
public Image mImgArrow;
public bool mIsMounseDown = false;
public static Color ShowColor = new Color(1F, 1f, 1F, 0.7f);
public static Color HideColor = new Color(1F, 1f, 1F, 0.3f);
//一次新的摇杆移动
public static bool bNewTouchWithSkill = false;
private void OnEnable()
{
}
protected override void Start()
{
base.Start();
mImgBg = background.transform.GetComponent<Image>();
mImgHandle = background.transform.Find("Handle").GetComponent<Image>();
mArrow = transform.Find("Background/Arrow").GetComponent<RectTransform>();
mImgArrow = transform.Find("Background/Arrow/imgArrow").GetComponent<Image>();
mArrow.gameObject.SetActive(false);
//background.gameObject.SetActive(false);
background.gameObject.SetActive(true);
background.transform.localPosition = new Vector3(256f, 256f, 0);
mImgBg.color = HideColor;
mImgHandle.color = HideColor;
mImgArrow.color = HideColor;
mIsMounseDown = false;
}
public override void OnPointerDown(PointerEventData eventData)
{
//background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
//background.gameObject.SetActive(true);
mImgBg.color = ShowColor;
mImgHandle.color = ShowColor;
mImgArrow.color = ShowColor;
mIsMounseDown = true;
base.OnPointerDown(eventData);
bNewTouchWithSkill = true;
}
public override void OnPointerUp(PointerEventData eventData)
{
//background.gameObject.SetActive(false);
PointerUp();
bNewTouchWithSkill = false;
}
public override void PointerUp()
{
if (background == null)
return;
background.transform.localPosition = new Vector3(256f, 256f, 0);
mImgBg.color = HideColor;
mImgHandle.color = HideColor;
mIsMounseDown = false;
base.PointerUp();
}
}