210 lines
5.8 KiB
C#
210 lines
5.8 KiB
C#
using UnityEngine;
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using UnityEngine.EventSystems;
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public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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public Vector2Int RawInputV2
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{
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get
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{
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return InputForEmu;
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}
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}
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public float HandleRange
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{
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get { return handleRange; }
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set { handleRange = Mathf.Abs(value); }
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}
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public float DeadZone
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{
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get { return deadZone; }
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set { deadZone = Mathf.Abs(value); }
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}
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public AxisOptions AxisOptions { get { return AxisOptions; } set { axisOptions = value; } }
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[SerializeField] private float handleRange = 1;
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[SerializeField] private float deadZone = 0f;
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[SerializeField] private AxisOptions axisOptions = AxisOptions.Both;
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[SerializeField] private bool snapX = false;
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[SerializeField] private bool snapY = false;
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[SerializeField] protected RectTransform background = null;
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[SerializeField] private RectTransform handle = null;
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[SerializeField] protected RectTransform mArrow;
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private RectTransform baseRect = null;
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private Canvas canvas;
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private Camera cam;
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private Vector2 input = Vector2.zero;
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public Vector2Int InputForEmu = Vector2Int.zero;
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public static Joystick joystickInstance;
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protected virtual void Start()
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{
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HandleRange = handleRange;
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DeadZone = deadZone;
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baseRect = GetComponent<RectTransform>();
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canvas = GetComponentInParent<Canvas>();
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if (canvas == null)
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Debug.LogError("The Joystick is not placed inside a canvas");
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else
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{
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if (cam == null)
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{
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if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
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cam = canvas.worldCamera;
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}
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}
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Vector2 center = new Vector2(0.5f, 0.5f);
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background.pivot = center;
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handle.anchorMin = center;
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handle.anchorMax = center;
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handle.pivot = center;
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handle.anchoredPosition = Vector2.zero;
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joystickInstance = this;
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}
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public virtual void OnPointerDown(PointerEventData eventData)
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{
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OnDrag(eventData);
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}
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Vector2 mArrowTop = new Vector2(0,1);
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public void OnDrag(PointerEventData eventData)
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{
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if (cam == null)
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{
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if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
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cam = canvas.worldCamera;
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}
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Vector2 position = RectTransformUtility.WorldToScreenPoint(cam, background.position);
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Vector2 radius = background.sizeDelta / 2;
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input = (eventData.position - position) / (radius * canvas.scaleFactor);
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//FormatInput();
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HandleInput(input.magnitude, input.normalized, radius, cam);
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handle.anchoredPosition = input * radius * handleRange;
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}
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protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
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{
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if (magnitude > deadZone)
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{
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if (magnitude > 1)
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{
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input = normalised;
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}
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}
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else
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{
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input = Vector2.zero;
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}
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if (magnitude > deadZone && input != Vector2.zero)
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{
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if (!mArrow.gameObject.activeSelf) mArrow.gameObject.SetActive(true);
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float angle = Vector2.Angle(mArrowTop, input.normalized);
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if (input.x > 0)
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angle *= -1;
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mArrow.rotation = Quaternion.Euler(0, 0, angle);
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}
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else
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if (mArrow.gameObject.activeSelf) mArrow.gameObject.SetActive(false);
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if (input.x < -1 * deadZone)
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InputForEmu.x = -1;
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else if (input.x > deadZone)
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InputForEmu.x = 1;
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else
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InputForEmu.x = 0;
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if (input.y < -1 * deadZone)
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InputForEmu.y = -1;
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else if (input.y > deadZone)
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InputForEmu.y = 1;
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else
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InputForEmu.y = 0;
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}
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//private void FormatInput()
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//{
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// if (axisOptions == AxisOptions.Horizontal)
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// input = new Vector2(input.x, 0f);
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// else if (axisOptions == AxisOptions.Vertical)
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// input = new Vector2(0f, input.y);
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//}
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private float SnapFloat(float value, AxisOptions snapAxis)
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{
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if (value == 0)
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return value;
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if (axisOptions == AxisOptions.Both)
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{
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float angle = Vector2.Angle(input, Vector2.up);
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if (snapAxis == AxisOptions.Horizontal)
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{
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if (angle < 22.5f || angle > 157.5f)
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return 0;
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else
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return (value > 0) ? 1 : -1;
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}
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else if (snapAxis == AxisOptions.Vertical)
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{
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if (angle > 67.5f && angle < 112.5f)
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return 0;
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else
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return (value > 0) ? 1 : -1;
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}
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return value;
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}
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else
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{
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if (value > 0)
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return 1;
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if (value < 0)
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return -1;
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}
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return 0;
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}
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public virtual void OnPointerUp(PointerEventData eventData)
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{
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PointerUp();
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}
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public virtual void PointerUp()
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{
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input = Vector2.zero;
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InputForEmu = Vector2Int.zero;
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handle.anchoredPosition = Vector2.zero;
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mArrow.gameObject.SetActive(false);
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}
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protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
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{
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Vector2 localPoint = Vector2.zero;
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, cam, out localPoint))
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{
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Vector2 pivotOffset = baseRect.pivot * baseRect.sizeDelta;
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return localPoint - (background.anchorMax * baseRect.sizeDelta) + pivotOffset;
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}
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return Vector2.zero;
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}
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}
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public enum AxisOptions { Both, Horizontal, Vertical } |