无限神宠
8
Assets/Joystick Pack.meta
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101
Assets/Joystick Pack/Documentaion.pdf
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|
||||
JOYSTICK PACK
|
||||
Overview
|
||||
|
||||
Joysticks
|
||||
|
||||
Joystick Description
|
||||
|
||||
Fixed The fixed joystick stays in a fixed position.
|
||||
Floating
|
||||
Dynamic The floating joystick starts where the user touches and stays
|
||||
Variable fixed until the touch is released.
|
||||
The dynamic joystick starts where the user touches and then
|
||||
moves with the touch around the screen.
|
||||
The variable joystick can switch between these three modes,
|
||||
useful when the user can decide on which joystick to use.
|
||||
|
||||
Adding a Joystick
|
||||
|
||||
To add a joystick into your scene go to the prefabs folder Joystick Pack/Prefabs
|
||||
pick the joystick you wish to use and drag it into the scene, make sure it is within
|
||||
a canvas as it is a UI element.
|
||||
|
||||
Structure
|
||||
|
||||
Fixed
|
||||
|
||||
The fixed joystick is made up of a background and handle, to position the joystick
|
||||
place the background where you need it, it can be anchored to any corner or side.
|
||||
|
||||
Floating and Dynamic
|
||||
|
||||
The floating and dynamic joysticks have a
|
||||
background and handle like the fixed joystick but
|
||||
they are contained within an empty rect, this
|
||||
defines the area where the joystick can appear.
|
||||
|
||||
Variable
|
||||
|
||||
The positioning of the background in the scene is
|
||||
where the joystick will appear if it is in fixed mode.
|
||||
Properties
|
||||
|
||||
Joystick Properties
|
||||
|
||||
Property Function
|
||||
|
||||
Handle Range The distance the visual handle can move from the center of
|
||||
Dead Zone the joystick.
|
||||
Axis Options The distance away from the center input has to be before
|
||||
Snap X registering.
|
||||
Snap Y
|
||||
Background Which axes the joystick uses. Both, Horizontal or Vertical.
|
||||
Handle
|
||||
Snap the input to whole values along the horizontal axis.
|
||||
(1, 0 or -1)
|
||||
Snap the input to whole values along the vertical axis.
|
||||
(1, 0 or -1)
|
||||
|
||||
The RectTransform component on the background object.
|
||||
|
||||
The RectTransform component on the handle object.
|
||||
|
||||
Dynamic Joystick Properties
|
||||
|
||||
Property Function
|
||||
|
||||
Move Threshold The distance the input must be away from the joystick before
|
||||
it begins to move.
|
||||
|
||||
Variable Joystick Properties
|
||||
|
||||
Property Function
|
||||
|
||||
Joystick Mode The mode that the variable joystick is currently in.
|
||||
Functions
|
||||
|
||||
Joystick Functions
|
||||
|
||||
Property Function
|
||||
|
||||
Horizontal Get the current float value horizontal input of a joystick.
|
||||
Vertical Get the current float value vertical input of a joystick.
|
||||
Direction Get the current direction of the joystick as a Vector2.
|
||||
HandleRange Get or Set the handle range.
|
||||
DeadZone Get or Set the dead zone.
|
||||
AxisOptions Get or Set the axis options.
|
||||
SnapX Get or Set the horizontal snapping.
|
||||
SnapY Get or Set the vertical snapping.
|
||||
|
||||
Dynamic Joystick Properties
|
||||
|
||||
Property Function
|
||||
|
||||
MoveThreshold Get or Set the Move Threshold
|
||||
|
||||
Variable Joystick Properties
|
||||
|
||||
Property Function
|
||||
|
||||
SetMode Set the current joystick type.
|
||||
|
7
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9
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4336
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16
Assets/Joystick Pack/Examples/JoystickPlayerExample.cs
Normal file
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class JoystickPlayerExample : MonoBehaviour
|
||||
{
|
||||
public float speed;
|
||||
public VariableJoystick variableJoystick;
|
||||
public Rigidbody rb;
|
||||
|
||||
public void FixedUpdate()
|
||||
{
|
||||
Vector3 direction = Vector3.forward * variableJoystick.Vertical + Vector3.right * variableJoystick.Horizontal;
|
||||
rb.AddForce(direction * speed * Time.fixedDeltaTime, ForceMode.VelocityChange);
|
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}
|
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}
|
11
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66
Assets/Joystick Pack/Examples/JoystickSetterExample.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class JoystickSetterExample : MonoBehaviour
|
||||
{
|
||||
public VariableJoystick variableJoystick;
|
||||
public Text valueText;
|
||||
public Image background;
|
||||
public Sprite[] axisSprites;
|
||||
|
||||
public void ModeChanged(int index)
|
||||
{
|
||||
switch(index)
|
||||
{
|
||||
case 0:
|
||||
variableJoystick.SetMode(JoystickType.Fixed);
|
||||
break;
|
||||
case 1:
|
||||
variableJoystick.SetMode(JoystickType.Floating);
|
||||
break;
|
||||
case 2:
|
||||
variableJoystick.SetMode(JoystickType.Dynamic);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void AxisChanged(int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
variableJoystick.AxisOptions = AxisOptions.Both;
|
||||
background.sprite = axisSprites[index];
|
||||
break;
|
||||
case 1:
|
||||
variableJoystick.AxisOptions = AxisOptions.Horizontal;
|
||||
background.sprite = axisSprites[index];
|
||||
break;
|
||||
case 2:
|
||||
variableJoystick.AxisOptions = AxisOptions.Vertical;
|
||||
background.sprite = axisSprites[index];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SnapX(bool value)
|
||||
{
|
||||
variableJoystick.SnapX = value;
|
||||
}
|
||||
|
||||
public void SnapY(bool value)
|
||||
{
|
||||
variableJoystick.SnapY = value;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
valueText.text = "Current Value: " + variableJoystick.Direction;
|
||||
}
|
||||
}
|
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150
Assets/Joystick Pack/Scripts/Base/Joystick.cs
Normal file
@ -0,0 +1,150 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } }
|
||||
public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } }
|
||||
public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } }
|
||||
|
||||
public float HandleRange
|
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{
|
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get { return handleRange; }
|
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set { handleRange = Mathf.Abs(value); }
|
||||
}
|
||||
|
||||
public float DeadZone
|
||||
{
|
||||
get { return deadZone; }
|
||||
set { deadZone = Mathf.Abs(value); }
|
||||
}
|
||||
|
||||
public AxisOptions AxisOptions { get { return AxisOptions; } set { axisOptions = value; } }
|
||||
public bool SnapX { get { return snapX; } set { snapX = value; } }
|
||||
public bool SnapY { get { return snapY; } set { snapY = value; } }
|
||||
|
||||
[SerializeField] private float handleRange = 1;
|
||||
[SerializeField] private float deadZone = 0;
|
||||
[SerializeField] private AxisOptions axisOptions = AxisOptions.Both;
|
||||
[SerializeField] private bool snapX = false;
|
||||
[SerializeField] private bool snapY = false;
|
||||
|
||||
[SerializeField] protected RectTransform background = null;
|
||||
[SerializeField] private RectTransform handle = null;
|
||||
private RectTransform baseRect = null;
|
||||
|
||||
private Canvas canvas;
|
||||
private Camera cam;
|
||||
|
||||
private Vector2 input = Vector2.zero;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
HandleRange = handleRange;
|
||||
DeadZone = deadZone;
|
||||
baseRect = GetComponent<RectTransform>();
|
||||
canvas = GetComponentInParent<Canvas>();
|
||||
if (canvas == null)
|
||||
Debug.LogError("The Joystick is not placed inside a canvas");
|
||||
|
||||
Vector2 center = new Vector2(0.5f, 0.5f);
|
||||
background.pivot = center;
|
||||
handle.anchorMin = center;
|
||||
handle.anchorMax = center;
|
||||
handle.pivot = center;
|
||||
handle.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
public virtual void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OnDrag(eventData);
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
cam = null;
|
||||
if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
|
||||
cam = canvas.worldCamera;
|
||||
|
||||
Vector2 position = RectTransformUtility.WorldToScreenPoint(cam, background.position);
|
||||
Vector2 radius = background.sizeDelta / 2;
|
||||
input = (eventData.position - position) / (radius * canvas.scaleFactor);
|
||||
FormatInput();
|
||||
HandleInput(input.magnitude, input.normalized, radius, cam);
|
||||
handle.anchoredPosition = input * radius * handleRange;
|
||||
}
|
||||
|
||||
protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
|
||||
{
|
||||
if (magnitude > deadZone)
|
||||
{
|
||||
if (magnitude > 1)
|
||||
input = normalised;
|
||||
}
|
||||
else
|
||||
input = Vector2.zero;
|
||||
}
|
||||
|
||||
private void FormatInput()
|
||||
{
|
||||
if (axisOptions == AxisOptions.Horizontal)
|
||||
input = new Vector2(input.x, 0f);
|
||||
else if (axisOptions == AxisOptions.Vertical)
|
||||
input = new Vector2(0f, input.y);
|
||||
}
|
||||
|
||||
private float SnapFloat(float value, AxisOptions snapAxis)
|
||||
{
|
||||
if (value == 0)
|
||||
return value;
|
||||
|
||||
if (axisOptions == AxisOptions.Both)
|
||||
{
|
||||
float angle = Vector2.Angle(input, Vector2.up);
|
||||
if (snapAxis == AxisOptions.Horizontal)
|
||||
{
|
||||
if (angle < 22.5f || angle > 157.5f)
|
||||
return 0;
|
||||
else
|
||||
return (value > 0) ? 1 : -1;
|
||||
}
|
||||
else if (snapAxis == AxisOptions.Vertical)
|
||||
{
|
||||
if (angle > 67.5f && angle < 112.5f)
|
||||
return 0;
|
||||
else
|
||||
return (value > 0) ? 1 : -1;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (value > 0)
|
||||
return 1;
|
||||
if (value < 0)
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public virtual void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
input = Vector2.zero;
|
||||
handle.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
|
||||
{
|
||||
Vector2 localPoint = Vector2.zero;
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, cam, out localPoint))
|
||||
{
|
||||
Vector2 pivotOffset = baseRect.pivot * baseRect.sizeDelta;
|
||||
return localPoint - (background.anchorMax * baseRect.sizeDelta) + pivotOffset;
|
||||
}
|
||||
return Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
public enum AxisOptions { Both, Horizontal, Vertical }
|
11
Assets/Joystick Pack/Scripts/Base/Joystick.cs.meta
Normal file
@ -0,0 +1,11 @@
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8
Assets/Joystick Pack/Scripts/Editor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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35
Assets/Joystick Pack/Scripts/Editor/DynamicJoystickEditor.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(DynamicJoystick))]
|
||||
public class DynamicJoystickEditor : JoystickEditor
|
||||
{
|
||||
private SerializedProperty moveThreshold;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
moveThreshold = serializedObject.FindProperty("moveThreshold");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (background != null)
|
||||
{
|
||||
RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
|
||||
backgroundRect.anchorMax = Vector2.zero;
|
||||
backgroundRect.anchorMin = Vector2.zero;
|
||||
backgroundRect.pivot = center;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DrawValues()
|
||||
{
|
||||
base.DrawValues();
|
||||
EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move."));
|
||||
}
|
||||
}
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(FloatingJoystick))]
|
||||
public class FloatingJoystickEditor : JoystickEditor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (background != null)
|
||||
{
|
||||
RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
|
||||
backgroundRect.anchorMax = Vector2.zero;
|
||||
backgroundRect.anchorMin = Vector2.zero;
|
||||
backgroundRect.pivot = center;
|
||||
}
|
||||
}
|
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}
|
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64
Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs
Normal file
@ -0,0 +1,64 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(Joystick), true)]
|
||||
public class JoystickEditor : Editor
|
||||
{
|
||||
private SerializedProperty handleRange;
|
||||
private SerializedProperty deadZone;
|
||||
private SerializedProperty axisOptions;
|
||||
private SerializedProperty snapX;
|
||||
private SerializedProperty snapY;
|
||||
protected SerializedProperty background;
|
||||
private SerializedProperty handle;
|
||||
|
||||
protected Vector2 center = new Vector2(0.5f, 0.5f);
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
handleRange = serializedObject.FindProperty("handleRange");
|
||||
deadZone = serializedObject.FindProperty("deadZone");
|
||||
axisOptions = serializedObject.FindProperty("axisOptions");
|
||||
snapX = serializedObject.FindProperty("snapX");
|
||||
snapY = serializedObject.FindProperty("snapY");
|
||||
background = serializedObject.FindProperty("background");
|
||||
handle = serializedObject.FindProperty("handle");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
DrawValues();
|
||||
EditorGUILayout.Space();
|
||||
DrawComponents();
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
if(handle != null)
|
||||
{
|
||||
RectTransform handleRect = (RectTransform)handle.objectReferenceValue;
|
||||
handleRect.anchorMax = center;
|
||||
handleRect.anchorMin = center;
|
||||
handleRect.pivot = center;
|
||||
handleRect.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DrawValues()
|
||||
{
|
||||
EditorGUILayout.PropertyField(handleRange, new GUIContent("Handle Range", "The distance the visual handle can move from the center of the joystick."));
|
||||
EditorGUILayout.PropertyField(deadZone, new GUIContent("Dead Zone", "The distance away from the center input has to be before registering."));
|
||||
EditorGUILayout.PropertyField(axisOptions, new GUIContent("Axis Options", "Which axes the joystick uses."));
|
||||
EditorGUILayout.PropertyField(snapX, new GUIContent("Snap X", "Snap the horizontal input to a whole value."));
|
||||
EditorGUILayout.PropertyField(snapY, new GUIContent("Snap Y", "Snap the vertical input to a whole value."));
|
||||
}
|
||||
|
||||
protected virtual void DrawComponents()
|
||||
{
|
||||
EditorGUILayout.ObjectField(background, new GUIContent("Background", "The background's RectTransform component."));
|
||||
EditorGUILayout.ObjectField(handle, new GUIContent("Handle", "The handle's RectTransform component."));
|
||||
}
|
||||
}
|
11
Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d4b2b0d911a01a64ebfca9918e2b90b4
|
||||
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|
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|
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|
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|
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(VariableJoystick))]
|
||||
public class VariableJoystickEditor : JoystickEditor
|
||||
{
|
||||
private SerializedProperty moveThreshold;
|
||||
private SerializedProperty joystickType;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
moveThreshold = serializedObject.FindProperty("moveThreshold");
|
||||
joystickType = serializedObject.FindProperty("joystickType");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
if (background != null)
|
||||
{
|
||||
RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
|
||||
backgroundRect.pivot = center;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void DrawValues()
|
||||
{
|
||||
base.DrawValues();
|
||||
EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move."));
|
||||
EditorGUILayout.PropertyField(joystickType, new GUIContent("Joystick Type", "The type of joystick the variable joystick is current using."));
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
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||||
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|
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userData:
|
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9
Assets/Joystick Pack/Scripts/Joysticks.meta
Normal file
@ -0,0 +1,9 @@
|
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|
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|
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|
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userData:
|
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|
||||
assetBundleVariant:
|
41
Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class DynamicJoystick : Joystick
|
||||
{
|
||||
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|
||||
|
||||
[SerializeField] private float moveThreshold = 1;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
MoveThreshold = moveThreshold;
|
||||
base.Start();
|
||||
background.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public override void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
|
||||
background.gameObject.SetActive(true);
|
||||
base.OnPointerDown(eventData);
|
||||
}
|
||||
|
||||
public override void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
background.gameObject.SetActive(false);
|
||||
base.OnPointerUp(eventData);
|
||||
}
|
||||
|
||||
protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
|
||||
{
|
||||
if (magnitude > moveThreshold)
|
||||
{
|
||||
Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
|
||||
background.anchoredPosition += difference;
|
||||
}
|
||||
base.HandleInput(magnitude, normalised, radius, cam);
|
||||
}
|
||||
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|
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Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs
Normal file
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FixedJoystick : Joystick
|
||||
{
|
||||
|
||||
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|
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Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs.meta
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Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs
Normal file
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class FloatingJoystick : Joystick
|
||||
{
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
background.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public override void OnPointerDown(PointerEventData eventData)
|
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{
|
||||
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
|
||||
background.gameObject.SetActive(true);
|
||||
base.OnPointerDown(eventData);
|
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}
|
||||
|
||||
public override void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
background.gameObject.SetActive(false);
|
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base.OnPointerUp(eventData);
|
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Assets/Joystick Pack/Scripts/Joysticks/VariableJoystick.cs
Normal file
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class VariableJoystick : Joystick
|
||||
{
|
||||
public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
|
||||
|
||||
[SerializeField] private float moveThreshold = 1;
|
||||
[SerializeField] private JoystickType joystickType = JoystickType.Fixed;
|
||||
|
||||
private Vector2 fixedPosition = Vector2.zero;
|
||||
|
||||
public void SetMode(JoystickType joystickType)
|
||||
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|
||||
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|
||||
if(joystickType == JoystickType.Fixed)
|
||||
{
|
||||
background.anchoredPosition = fixedPosition;
|
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|
||||
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|
||||
else
|
||||
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|
||||
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|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
fixedPosition = background.anchoredPosition;
|
||||
SetMode(joystickType);
|
||||
}
|
||||
|
||||
public override void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
if(joystickType != JoystickType.Fixed)
|
||||
{
|
||||
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
|
||||
background.gameObject.SetActive(true);
|
||||
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|
||||
base.OnPointerDown(eventData);
|
||||
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|
||||
|
||||
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|
||||
{
|
||||
if(joystickType != JoystickType.Fixed)
|
||||
background.gameObject.SetActive(false);
|
||||
|
||||
base.OnPointerUp(eventData);
|
||||
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|
||||
|
||||
protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
|
||||
{
|
||||
if (joystickType == JoystickType.Dynamic && magnitude > moveThreshold)
|
||||
{
|
||||
Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
|
||||
background.anchoredPosition += difference;
|
||||
}
|
||||
base.HandleInput(magnitude, normalised, radius, cam);
|
||||
}
|
||||
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|
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|
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