using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
using CW.Common;
namespace Lean.Touch
{
/// This component tells you when a finger begins touching the screen, as long as it satisfies the specified conditions.
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanFingerDown")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Finger Down")]
public class LeanFingerDown : MonoBehaviour
{
[System.Serializable] public class LeanFingerEvent : UnityEvent {}
[System.Serializable] public class Vector3Event : UnityEvent {}
[System.Serializable] public class Vector2Event : UnityEvent {}
[System.Flags]
public enum ButtonTypes
{
LeftMouse = 1 << 0,
RightMouse = 1 << 1,
MiddleMouse = 1 << 2,
Touch = 1 << 5
}
/// Ignore fingers with StartedOverGui?
public bool IgnoreStartedOverGui { set { ignoreStartedOverGui = value; } get { return ignoreStartedOverGui; } } [SerializeField] private bool ignoreStartedOverGui = true;
/// Which inputs should this component react to?
public ButtonTypes RequiredButtons { set { requiredButtons = value; } get { return requiredButtons; } } [SerializeField] private ButtonTypes requiredButtons = (ButtonTypes)~0;
/// If the specified object is set and isn't selected, then this component will do nothing.
public LeanSelectable RequiredSelectable { set { requiredSelectable = value; } get { return requiredSelectable; } } [SerializeField] private LeanSelectable requiredSelectable;
/// This event will be called if the above conditions are met when your finger begins touching the screen.
public LeanFingerEvent OnFinger { get { if (onFinger == null) onFinger = new LeanFingerEvent(); return onFinger; } } [SerializeField] private LeanFingerEvent onFinger;
/// The method used to find world coordinates from a finger. See LeanScreenDepth documentation for more information.
public LeanScreenDepth ScreenDepth = new LeanScreenDepth(LeanScreenDepth.ConversionType.DepthIntercept);
/// This event will be called if the above conditions are met when your finger begins touching the screen.
/// Vector3 = Start point based on the ScreenDepth settings.
public Vector3Event OnWorld { get { if (onWorld == null) onWorld = new Vector3Event(); return onWorld; } } [SerializeField] private Vector3Event onWorld;
/// This event will be called if the above conditions are met when your finger begins touching the screen.
/// Vector2 = Finger position in screen space.
public Vector2Event OnScreen { get { if (onScreen == null) onScreen = new Vector2Event(); return onScreen; } } [SerializeField] private Vector2Event onScreen;
#if UNITY_EDITOR
protected virtual void Reset()
{
requiredSelectable = GetComponentInParent();
}
#endif
protected virtual void Awake()
{
if (requiredSelectable == null)
{
requiredSelectable = GetComponentInParent();
}
}
protected virtual void OnEnable()
{
LeanTouch.OnFingerDown += HandleFingerDown;
}
protected virtual void OnDisable()
{
LeanTouch.OnFingerDown -= HandleFingerDown;
}
protected virtual bool UseFinger(LeanFinger finger)
{
if (ignoreStartedOverGui == true && finger.IsOverGui == true)
{
return false;
}
if (RequiredButtonPressed(finger) == false)
{
return false;
}
if (requiredSelectable != null && requiredSelectable.IsSelected == false)
{
return false;
}
if (finger.Index == LeanTouch.HOVER_FINGER_INDEX)
{
return false;
}
return true;
}
protected void InvokeFinger(LeanFinger finger)
{
if (onFinger != null)
{
onFinger.Invoke(finger);
}
if (onWorld != null)
{
var position = ScreenDepth.Convert(finger.ScreenPosition, gameObject);
onWorld.Invoke(position);
}
if (onScreen != null)
{
onScreen.Invoke(finger.ScreenPosition);
}
}
protected virtual void HandleFingerDown(LeanFinger finger)
{
if (UseFinger(finger) == true)
{
InvokeFinger(finger);
}
}
private bool RequiredButtonPressed(LeanFinger finger)
{
if (finger.Index < 0)
{
if (CwInput.GetMouseExists() == true)
{
if ((requiredButtons & ButtonTypes.LeftMouse) != 0 && CwInput.GetMouseIsHeld(0) == true)
{
return true;
}
if ((requiredButtons & ButtonTypes.RightMouse) != 0 && CwInput.GetMouseIsHeld(1) == true)
{
return true;
}
if ((requiredButtons & ButtonTypes.MiddleMouse) != 0 && CwInput.GetMouseIsHeld(2) == true)
{
return true;
}
}
}
else if ((requiredButtons & ButtonTypes.Touch) != 0)
{
return true;
}
return false;
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using UnityEditor;
using TARGET = LeanFingerDown;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET), true)]
public class LeanFingerDown_Editor : CwEditor
{
protected void DrawIgnore()
{
Draw("ignoreStartedOverGui", "Ignore fingers with StartedOverGui?");
}
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
DrawIgnore();
Draw("requiredButtons", "Which inputs should this component react to?");
Draw("requiredSelectable", "If the specified object is set and isn't selected, then this component will do nothing.");
Separator();
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
Separator();
if (Any(tgts, t => t.OnFinger.GetPersistentEventCount() > 0) == true || showUnusedEvents == true)
{
Draw("onFinger");
}
if (Any(tgts, t => t.OnWorld.GetPersistentEventCount() > 0) == true || showUnusedEvents == true)
{
Draw("ScreenDepth");
Draw("onWorld");
}
if (Any(tgts, t => t.OnScreen.GetPersistentEventCount() > 0) == true || showUnusedEvents == true)
{
Draw("onScreen");
}
}
}
}
#endif