mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
854 lines
35 KiB
C#
854 lines
35 KiB
C#
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// Copyright (c) 2016 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
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// Based on Unity StandaloneInputModule.cs, version 5.3
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// https://bitbucket.org/Unity-Technologies/ui/src/b5f9aae6ff7c2c63a521a1cb8b3e3da6939b191b/UnityEngine.UI/EventSystem/InputModules?at=5.3
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#pragma warning disable 0219
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#pragma warning disable 0618
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#pragma warning disable 0649
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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using System.Collections.Generic;
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namespace Rewired.Integration.UnityUI {
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[AddComponentMenu("Event/Rewired Standalone Input Module")]
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public class RewiredStandaloneInputModule : PointerInputModule {
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#region Rewired Variables and Properties
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private const string DEFAULT_ACTION_MOVE_HORIZONTAL = "UIHorizontal";
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private const string DEFAULT_ACTION_MOVE_VERTICAL = "UIVertical";
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private const string DEFAULT_ACTION_SUBMIT = "UISubmit";
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private const string DEFAULT_ACTION_CANCEL = "UICancel";
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private int[] playerIds;
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private bool recompiling;
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private bool isTouchSupported;
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/// <summary>
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/// Allow all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.
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/// </summary>
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[SerializeField]
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[Tooltip("Use all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.")]
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private bool useAllRewiredGamePlayers = false;
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/// <summary>
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/// Allow the Rewired System Player to control the UI.
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/// </summary>
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[SerializeField]
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[Tooltip("Allow the Rewired System Player to control the UI.")]
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private bool useRewiredSystemPlayer = false;
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/// <summary>
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/// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.
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/// </summary>
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[SerializeField]
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[Tooltip("A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.")]
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private int[] rewiredPlayerIds = new int[1] { 0 };
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/// <summary>
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/// Allow only Players with Player.isPlaying = true to control the UI.
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/// </summary>
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[SerializeField]
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[Tooltip("Allow only Players with Player.isPlaying = true to control the UI.")]
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private bool usePlayingPlayersOnly = false;
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/// <summary>
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/// Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.
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/// </summary>
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[SerializeField]
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[Tooltip("Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.")]
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private bool moveOneElementPerAxisPress;
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/// <summary>
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/// Allow all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.
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/// </summary>
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public bool UseAllRewiredGamePlayers {
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get { return useAllRewiredGamePlayers; }
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set {
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bool changed = value != useAllRewiredGamePlayers;
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useAllRewiredGamePlayers = value;
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if(changed) SetupRewiredVars();
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}
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}
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/// <summary>
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/// Allow the Rewired System Player to control the UI.
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/// </summary>
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public bool UseRewiredSystemPlayer {
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get { return useRewiredSystemPlayer; }
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set {
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bool changed = value != useRewiredSystemPlayer;
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useRewiredSystemPlayer = value;
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if(changed) SetupRewiredVars();
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}
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}
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/// <summary>
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/// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.
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/// Returns a clone of the array.
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/// </summary>
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public int[] RewiredPlayerIds {
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get { return (int[])rewiredPlayerIds.Clone(); }
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set {
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rewiredPlayerIds = (value != null ? (int[])value.Clone() : new int[0]);
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SetupRewiredVars();
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}
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}
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/// <summary>
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/// Allow only Players with Player.isPlaying = true to control the UI.
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/// </summary>
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public bool UsePlayingPlayersOnly {
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get { return usePlayingPlayersOnly; }
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set { usePlayingPlayersOnly = value; }
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}
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/// <summary>
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/// Makes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.
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/// </summary>
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public bool MoveOneElementPerAxisPress {
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get { return moveOneElementPerAxisPress; }
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set { moveOneElementPerAxisPress = value; }
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}
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/// <summary>
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/// Allows the mouse to be used to select elements.
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/// </summary>
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public bool allowMouseInput {
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get { return m_allowMouseInput; }
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set { m_allowMouseInput = value; }
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}
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/// <summary>
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/// Allows the mouse to be used to select elements if the device also supports touch control.
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/// </summary>
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public bool allowMouseInputIfTouchSupported {
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get { return m_allowMouseInputIfTouchSupported; }
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set { m_allowMouseInputIfTouchSupported = value; }
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}
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private bool isMouseSupported {
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get {
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if(!Input.mousePresent) return false;
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if(!m_allowMouseInput) return false;
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return isTouchSupported ? m_allowMouseInputIfTouchSupported : true;
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}
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}
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#endregion
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private float m_PrevActionTime;
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Vector2 m_LastMoveVector;
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int m_ConsecutiveMoveCount = 0;
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private Vector2 m_LastMousePosition;
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private Vector2 m_MousePosition;
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[SerializeField]
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private string m_HorizontalAxis = DEFAULT_ACTION_MOVE_HORIZONTAL;
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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[SerializeField]
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[Tooltip("Name of the vertical axis for movement (if axis events are used).")]
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private string m_VerticalAxis = DEFAULT_ACTION_MOVE_VERTICAL;
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/// <summary>
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/// Name of the action used to submit.
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/// </summary>
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[SerializeField]
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[Tooltip("Name of the action used to submit.")]
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private string m_SubmitButton = DEFAULT_ACTION_SUBMIT;
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/// <summary>
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/// Name of the action used to cancel.
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/// </summary>
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[SerializeField]
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[Tooltip("Name of the action used to cancel.")]
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private string m_CancelButton = DEFAULT_ACTION_CANCEL;
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/// <summary>
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/// Number of selection changes allowed per second when a movement button/axis is held in a direction.
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/// </summary>
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[SerializeField]
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[Tooltip("Number of selection changes allowed per second when a movement button/axis is held in a direction.")]
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private float m_InputActionsPerSecond = 10;
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/// <summary>
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/// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.
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/// </summary>
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[SerializeField]
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[Tooltip("Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.")]
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private float m_RepeatDelay = 0.0f;
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/// <summary>
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/// Allows the mouse to be used to select elements.
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/// </summary>
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[SerializeField]
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[Tooltip("Allows the mouse to be used to select elements.")]
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private bool m_allowMouseInput = true;
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/// <summary>
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/// Allows the mouse to be used to select elements if the device also supports touch control.
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/// </summary>
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[SerializeField]
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[Tooltip("Allows the mouse to be used to select elements if the device also supports touch control.")]
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private bool m_allowMouseInputIfTouchSupported = true;
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/// <summary>
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/// Forces the module to always be active.
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/// </summary>
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[SerializeField]
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[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
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[Tooltip("Forces the module to always be active.")]
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private bool m_ForceModuleActive;
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/// <summary>
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/// Allows the module to control UI input on mobile devices..
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/// </summary>
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[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead")]
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public bool allowActivationOnMobileDevice {
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get { return m_ForceModuleActive; }
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set { m_ForceModuleActive = value; }
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}
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/// <summary>
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/// Forces the module to always be active.
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/// </summary>
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public bool forceModuleActive {
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get { return m_ForceModuleActive; }
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set { m_ForceModuleActive = value; }
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}
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// <summary>
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/// Number of selection changes allowed per second when a movement button/axis is held in a direction.
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/// </summary>
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public float inputActionsPerSecond {
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get { return m_InputActionsPerSecond; }
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set { m_InputActionsPerSecond = value; }
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}
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/// <summary>
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/// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.
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/// </summary>
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public float repeatDelay {
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get { return m_RepeatDelay; }
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set { m_RepeatDelay = value; }
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}
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/// <summary>
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/// Name of the horizontal axis for movement (if axis events are used).
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/// </summary>
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public string horizontalAxis {
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get { return m_HorizontalAxis; }
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set { m_HorizontalAxis = value; }
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}
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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public string verticalAxis {
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get { return m_VerticalAxis; }
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set { m_VerticalAxis = value; }
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}
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/// <summary>
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/// Name of the action used to submit.
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/// </summary>
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public string submitButton {
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get { return m_SubmitButton; }
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set { m_SubmitButton = value; }
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}
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/// <summary>
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/// Name of the action used to cancel.
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/// </summary>
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public string cancelButton {
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get { return m_CancelButton; }
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set { m_CancelButton = value; }
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}
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// Constructor
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protected RewiredStandaloneInputModule() { }
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// Methods
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protected override void Awake() {
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base.Awake();
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// Determine if touch is supported
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isTouchSupported = Input.touchSupported;
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// Deactivate the TouchInputModule because it has been deprecated in 5.3. Functionality was moved into here on all versions.
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TouchInputModule tim = GetComponent<TouchInputModule>();
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if(tim != null) {
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tim.enabled = false;
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#if UNITY_EDITOR
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Debug.LogWarning("The TouchInputModule is no longer used as the functionality has been moved into the RewiredStandaloneInputModule. Please remove the TouchInputModule component.");
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#endif
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}
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// Initialize Rewired
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InitializeRewired();
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}
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public override void UpdateModule() {
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CheckEditorRecompile();
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if(recompiling) return;
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if(!ReInput.isReady) return;
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if(isMouseSupported) {
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m_LastMousePosition = m_MousePosition;
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m_MousePosition = UnityEngine.Input.mousePosition;
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}
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}
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public override bool IsModuleSupported() {
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return true; // there is never any reason this module should not be supported now that TouchInputModule is deprecated, so always return true.
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}
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public override bool ShouldActivateModule() {
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if(!base.ShouldActivateModule()) return false;
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if(recompiling) return false;
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if(!ReInput.isReady) return false;
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bool shouldActivate = m_ForceModuleActive;
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// Combine input for all players
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for(int i = 0; i < playerIds.Length; i++) {
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Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
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if(player == null) continue;
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if(usePlayingPlayersOnly && !player.isPlaying) continue;
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shouldActivate |= player.GetButtonDown(m_SubmitButton);
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shouldActivate |= player.GetButtonDown(m_CancelButton);
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if(moveOneElementPerAxisPress) { // axis press moves only to the next UI element with each press
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shouldActivate |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
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shouldActivate |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
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} else { // default behavior - axis press scrolls quickly through UI elements
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shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_HorizontalAxis), 0.0f);
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shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_VerticalAxis), 0.0f);
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}
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}
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// Mouse input
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if(isMouseSupported) {
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shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
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shouldActivate |= UnityEngine.Input.GetMouseButtonDown(0);
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}
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// Touch input
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if(isTouchSupported) {
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for(int i = 0; i < Input.touchCount; ++i) {
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Touch input = Input.GetTouch(i);
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shouldActivate |= input.phase == TouchPhase.Began
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|| input.phase == TouchPhase.Moved
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|| input.phase == TouchPhase.Stationary;
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}
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}
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return shouldActivate;
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}
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public override void ActivateModule() {
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base.ActivateModule();
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if(isMouseSupported) {
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Vector2 mousePosition = UnityEngine.Input.mousePosition;
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m_MousePosition = mousePosition;
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m_LastMousePosition = mousePosition;
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}
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var toSelect = eventSystem.currentSelectedGameObject;
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if(toSelect == null)
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toSelect = eventSystem.firstSelectedGameObject;
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eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
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}
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public override void DeactivateModule() {
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base.DeactivateModule();
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ClearSelection();
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}
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public override void Process() {
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if(!ReInput.isReady) return;
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bool usedEvent = SendUpdateEventToSelectedObject();
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if(eventSystem.sendNavigationEvents) {
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if(!usedEvent)
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usedEvent |= SendMoveEventToSelectedObject();
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if(!usedEvent)
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SendSubmitEventToSelectedObject();
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}
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// touch needs to take precedence because of the mouse emulation layer
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if(!ProcessTouchEvents()) {
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if(isMouseSupported) ProcessMouseEvent();
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}
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}
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private bool ProcessTouchEvents() {
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if(!isTouchSupported) return false;
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for(int i = 0; i < Input.touchCount; ++i) {
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Touch input = Input.GetTouch(i);
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#if UNITY_5_3_OR_NEWER
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if(input.type == TouchType.Indirect)
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continue;
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#endif
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bool released;
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bool pressed;
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var pointer = GetTouchPointerEventData(input, out pressed, out released);
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ProcessTouchPress(pointer, pressed, released);
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if(!released) {
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ProcessMove(pointer);
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ProcessDrag(pointer);
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} else
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RemovePointerData(pointer);
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}
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return Input.touchCount > 0;
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}
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private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) {
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var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
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// PointerDown notification
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if(pressed) {
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pointerEvent.eligibleForClick = true;
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pointerEvent.delta = Vector2.zero;
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pointerEvent.dragging = false;
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pointerEvent.useDragThreshold = true;
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pointerEvent.pressPosition = pointerEvent.position;
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pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
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DeselectIfSelectionChanged(currentOverGo, pointerEvent);
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if(pointerEvent.pointerEnter != currentOverGo) {
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// send a pointer enter to the touched element if it isn't the one to select...
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HandlePointerExitAndEnter(pointerEvent, currentOverGo);
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pointerEvent.pointerEnter = currentOverGo;
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||
|
}
|
||
|
|
||
|
// search for the control that will receive the press
|
||
|
// if we can't find a press handler set the press
|
||
|
// handler to be what would receive a click.
|
||
|
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
|
||
|
|
||
|
// didnt find a press handler... search for a click handler
|
||
|
if(newPressed == null)
|
||
|
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
|
||
|
|
||
|
// Debug.Log("Pressed: " + newPressed);
|
||
|
|
||
|
float time = Time.unscaledTime;
|
||
|
|
||
|
if(newPressed == pointerEvent.lastPress) {
|
||
|
var diffTime = time - pointerEvent.clickTime;
|
||
|
if(diffTime < 0.3f)
|
||
|
++pointerEvent.clickCount;
|
||
|
else
|
||
|
pointerEvent.clickCount = 1;
|
||
|
|
||
|
pointerEvent.clickTime = time;
|
||
|
} else {
|
||
|
pointerEvent.clickCount = 1;
|
||
|
}
|
||
|
|
||
|
pointerEvent.pointerPress = newPressed;
|
||
|
pointerEvent.rawPointerPress = currentOverGo;
|
||
|
|
||
|
pointerEvent.clickTime = time;
|
||
|
|
||
|
// Save the drag handler as well
|
||
|
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
|
||
|
|
||
|
if(pointerEvent.pointerDrag != null)
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
|
||
|
}
|
||
|
|
||
|
// PointerUp notification
|
||
|
if(released) {
|
||
|
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
|
||
|
|
||
|
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
|
||
|
|
||
|
// see if we mouse up on the same element that we clicked on...
|
||
|
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
|
||
|
|
||
|
// PointerClick and Drop events
|
||
|
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
|
||
|
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
|
||
|
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
|
||
|
}
|
||
|
|
||
|
pointerEvent.eligibleForClick = false;
|
||
|
pointerEvent.pointerPress = null;
|
||
|
pointerEvent.rawPointerPress = null;
|
||
|
|
||
|
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
|
||
|
|
||
|
pointerEvent.dragging = false;
|
||
|
pointerEvent.pointerDrag = null;
|
||
|
|
||
|
if(pointerEvent.pointerDrag != null)
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
|
||
|
|
||
|
pointerEvent.pointerDrag = null;
|
||
|
|
||
|
// send exit events as we need to simulate this on touch up on touch device
|
||
|
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
|
||
|
pointerEvent.pointerEnter = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Process submit keys.
|
||
|
/// </summary>
|
||
|
protected bool SendSubmitEventToSelectedObject() {
|
||
|
if(eventSystem.currentSelectedGameObject == null)
|
||
|
return false;
|
||
|
if(recompiling) return false;
|
||
|
|
||
|
var data = GetBaseEventData();
|
||
|
for(int i = 0; i < playerIds.Length; i++) {
|
||
|
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
|
||
|
if(player == null) continue;
|
||
|
if(usePlayingPlayersOnly && !player.isPlaying) continue;
|
||
|
|
||
|
if(player.GetButtonDown(m_SubmitButton)) {
|
||
|
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if(player.GetButtonDown(m_CancelButton)) {
|
||
|
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return data.used;
|
||
|
}
|
||
|
|
||
|
private Vector2 GetRawMoveVector() {
|
||
|
if(recompiling) return Vector2.zero;
|
||
|
|
||
|
Vector2 move = Vector2.zero;
|
||
|
bool horizButton = false;
|
||
|
bool vertButton = false;
|
||
|
|
||
|
// Combine inputs of all Players
|
||
|
for(int i = 0; i < playerIds.Length; i++) {
|
||
|
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
|
||
|
if(player == null) continue;
|
||
|
if(usePlayingPlayersOnly && !player.isPlaying) continue;
|
||
|
|
||
|
if(moveOneElementPerAxisPress) { // axis press moves only to the next UI element with each press
|
||
|
float x = 0.0f;
|
||
|
if(player.GetButtonDown(m_HorizontalAxis)) x = 1.0f;
|
||
|
else if(player.GetNegativeButtonDown(m_HorizontalAxis)) x = -1.0f;
|
||
|
|
||
|
float y = 0.0f;
|
||
|
if(player.GetButtonDown(m_VerticalAxis)) y = 1.0f;
|
||
|
else if(player.GetNegativeButtonDown(m_VerticalAxis)) y = -1.0f;
|
||
|
|
||
|
move.x += x;
|
||
|
move.y += y;
|
||
|
|
||
|
} else { // default behavior - axis press scrolls quickly through UI elements
|
||
|
move.x += player.GetAxisRaw(m_HorizontalAxis);
|
||
|
move.y += player.GetAxisRaw(m_VerticalAxis);
|
||
|
}
|
||
|
|
||
|
horizButton |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
|
||
|
vertButton |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
|
||
|
}
|
||
|
|
||
|
if(horizButton) {
|
||
|
if(move.x < 0)
|
||
|
move.x = -1f;
|
||
|
if(move.x > 0)
|
||
|
move.x = 1f;
|
||
|
}
|
||
|
if(vertButton) {
|
||
|
if(move.y < 0)
|
||
|
move.y = -1f;
|
||
|
if(move.y > 0)
|
||
|
move.y = 1f;
|
||
|
}
|
||
|
return move;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Process keyboard events.
|
||
|
/// </summary>
|
||
|
protected bool SendMoveEventToSelectedObject() {
|
||
|
if(recompiling) return false; // never allow movement while recompiling
|
||
|
|
||
|
float time = Time.unscaledTime; // get the current time
|
||
|
|
||
|
// Check for zero movement and clear
|
||
|
Vector2 movement = GetRawMoveVector();
|
||
|
if(Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f)) {
|
||
|
m_ConsecutiveMoveCount = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Check if movement is in the same direction as previously
|
||
|
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
|
||
|
|
||
|
// Check if a button/key/axis was just pressed this frame
|
||
|
bool buttonJustPressed = CheckButtonOrKeyMovement(time);
|
||
|
|
||
|
// If user just pressed button/key/axis, always allow movement
|
||
|
bool allow = buttonJustPressed;
|
||
|
if(!allow) {
|
||
|
|
||
|
// Apply repeat delay and input actions per second limits
|
||
|
|
||
|
if(m_RepeatDelay > 0.0f) { // apply repeat delay
|
||
|
// Otherwise, user held down key or axis.
|
||
|
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
|
||
|
if(similarDir && m_ConsecutiveMoveCount == 1) { // this is the 2nd tick after the initial that activated the movement in this direction
|
||
|
allow = (time > m_PrevActionTime + m_RepeatDelay);
|
||
|
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
|
||
|
} else {
|
||
|
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); // apply input actions per second limit
|
||
|
}
|
||
|
|
||
|
} else { // not using a repeat delay
|
||
|
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond); // apply input actions per second limit
|
||
|
}
|
||
|
}
|
||
|
if(!allow) return false; // movement not allowed, done
|
||
|
|
||
|
// Get the axis move event
|
||
|
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
|
||
|
if(axisEventData.moveDir == MoveDirection.None) return false; // input vector was not enough to move this cycle, done
|
||
|
|
||
|
// Execute the move
|
||
|
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
|
||
|
|
||
|
// Update records and counters
|
||
|
if(!similarDir) m_ConsecutiveMoveCount = 0;
|
||
|
m_ConsecutiveMoveCount++;
|
||
|
m_PrevActionTime = time;
|
||
|
m_LastMoveVector = movement;
|
||
|
|
||
|
return axisEventData.used;
|
||
|
}
|
||
|
|
||
|
private bool CheckButtonOrKeyMovement(float time) {
|
||
|
bool allow = false;
|
||
|
|
||
|
for(int i = 0; i < playerIds.Length; i++) {
|
||
|
Rewired.Player player = ReInput.players.GetPlayer(playerIds[i]);
|
||
|
if(player == null) continue;
|
||
|
if(usePlayingPlayersOnly && !player.isPlaying) continue;
|
||
|
|
||
|
allow |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis);
|
||
|
allow |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis);
|
||
|
}
|
||
|
|
||
|
return allow;
|
||
|
}
|
||
|
|
||
|
protected void ProcessMouseEvent() {
|
||
|
ProcessMouseEvent(0);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Process all mouse events.
|
||
|
/// </summary>
|
||
|
protected void ProcessMouseEvent(int id) {
|
||
|
|
||
|
// Breaking change to UnityEngine.EventSystems.PointerInputModule.GetMousePointerEventData() in Unity 5.1.2p1. This code cannot compile in these patch releases because no defines exist for patch releases
|
||
|
#if !UNITY_5 || (UNITY_5 && (UNITY_5_0 || UNITY_5_1_0 || UNITY_5_1_1 || UNITY_5_1_2))
|
||
|
var mouseData = GetMousePointerEventData();
|
||
|
#else
|
||
|
var mouseData = GetMousePointerEventData(id);
|
||
|
#endif
|
||
|
var leftButtonData = mouseData.GetButtonState(PointerEventData.InputButton.Left).eventData;
|
||
|
|
||
|
// Process the first mouse button fully
|
||
|
ProcessMousePress(leftButtonData);
|
||
|
ProcessMove(leftButtonData.buttonData);
|
||
|
ProcessDrag(leftButtonData.buttonData);
|
||
|
|
||
|
// Now process right / middle clicks
|
||
|
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData);
|
||
|
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Right).eventData.buttonData);
|
||
|
ProcessMousePress(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData);
|
||
|
ProcessDrag(mouseData.GetButtonState(PointerEventData.InputButton.Middle).eventData.buttonData);
|
||
|
|
||
|
if(!Mathf.Approximately(leftButtonData.buttonData.scrollDelta.sqrMagnitude, 0.0f)) {
|
||
|
var scrollHandler = ExecuteEvents.GetEventHandler<IScrollHandler>(leftButtonData.buttonData.pointerCurrentRaycast.gameObject);
|
||
|
ExecuteEvents.ExecuteHierarchy(scrollHandler, leftButtonData.buttonData, ExecuteEvents.scrollHandler);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected bool SendUpdateEventToSelectedObject() {
|
||
|
if(eventSystem.currentSelectedGameObject == null)
|
||
|
return false;
|
||
|
|
||
|
var data = GetBaseEventData();
|
||
|
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
|
||
|
return data.used;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Process the current mouse press.
|
||
|
/// </summary>
|
||
|
protected void ProcessMousePress(MouseButtonEventData data) {
|
||
|
var pointerEvent = data.buttonData;
|
||
|
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
|
||
|
|
||
|
// PointerDown notification
|
||
|
if(data.PressedThisFrame()) {
|
||
|
pointerEvent.eligibleForClick = true;
|
||
|
pointerEvent.delta = Vector2.zero;
|
||
|
pointerEvent.dragging = false;
|
||
|
pointerEvent.useDragThreshold = true;
|
||
|
pointerEvent.pressPosition = pointerEvent.position;
|
||
|
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
|
||
|
|
||
|
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
|
||
|
|
||
|
// search for the control that will receive the press
|
||
|
// if we can't find a press handler set the press
|
||
|
// handler to be what would receive a click.
|
||
|
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
|
||
|
|
||
|
// didnt find a press handler... search for a click handler
|
||
|
if(newPressed == null)
|
||
|
newPressed = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
|
||
|
|
||
|
// Debug.Log("Pressed: " + newPressed);
|
||
|
|
||
|
float time = Time.unscaledTime;
|
||
|
|
||
|
if(newPressed == pointerEvent.lastPress) {
|
||
|
var diffTime = time - pointerEvent.clickTime;
|
||
|
if(diffTime < 0.3f)
|
||
|
++pointerEvent.clickCount;
|
||
|
else
|
||
|
pointerEvent.clickCount = 1;
|
||
|
|
||
|
pointerEvent.clickTime = time;
|
||
|
} else {
|
||
|
pointerEvent.clickCount = 1;
|
||
|
}
|
||
|
|
||
|
pointerEvent.pointerPress = newPressed;
|
||
|
pointerEvent.rawPointerPress = currentOverGo;
|
||
|
|
||
|
pointerEvent.clickTime = time;
|
||
|
|
||
|
// Save the drag handler as well
|
||
|
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
|
||
|
|
||
|
if(pointerEvent.pointerDrag != null)
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
|
||
|
}
|
||
|
|
||
|
// PointerUp notification
|
||
|
if(data.ReleasedThisFrame()) {
|
||
|
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
|
||
|
|
||
|
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
|
||
|
|
||
|
// see if we mouse up on the same element that we clicked on...
|
||
|
var pointerUpHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
|
||
|
|
||
|
// PointerClick and Drop events
|
||
|
if(pointerEvent.pointerPress == pointerUpHandler && pointerEvent.eligibleForClick) {
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
|
||
|
} else if(pointerEvent.pointerDrag != null && pointerEvent.dragging) {
|
||
|
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
|
||
|
}
|
||
|
|
||
|
pointerEvent.eligibleForClick = false;
|
||
|
pointerEvent.pointerPress = null;
|
||
|
pointerEvent.rawPointerPress = null;
|
||
|
|
||
|
if(pointerEvent.pointerDrag != null && pointerEvent.dragging)
|
||
|
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
|
||
|
|
||
|
pointerEvent.dragging = false;
|
||
|
pointerEvent.pointerDrag = null;
|
||
|
|
||
|
// redo pointer enter / exit to refresh state
|
||
|
// so that if we moused over somethign that ignored it before
|
||
|
// due to having pressed on something else
|
||
|
// it now gets it.
|
||
|
if(currentOverGo != pointerEvent.pointerEnter) {
|
||
|
HandlePointerExitAndEnter(pointerEvent, null);
|
||
|
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#region Rewired Methods
|
||
|
|
||
|
private void InitializeRewired() {
|
||
|
if(!Rewired.ReInput.isReady) {
|
||
|
Debug.LogError("Rewired is not initialized! Are you missing a Rewired Input Manager in your scene?");
|
||
|
return;
|
||
|
}
|
||
|
Rewired.ReInput.EditorRecompileEvent += OnEditorRecompile;
|
||
|
SetupRewiredVars();
|
||
|
}
|
||
|
|
||
|
private void SetupRewiredVars() {
|
||
|
// Set up Rewired vars
|
||
|
|
||
|
// Set up Rewired Players
|
||
|
if(useAllRewiredGamePlayers) {
|
||
|
IList<Rewired.Player> rwPlayers = useRewiredSystemPlayer ? Rewired.ReInput.players.AllPlayers : Rewired.ReInput.players.Players;
|
||
|
playerIds = new int[rwPlayers.Count];
|
||
|
for(int i = 0; i < rwPlayers.Count; i++) {
|
||
|
playerIds[i] = rwPlayers[i].id;
|
||
|
}
|
||
|
} else {
|
||
|
int rewiredPlayerCount = rewiredPlayerIds.Length + (useRewiredSystemPlayer ? 1 : 0);
|
||
|
playerIds = new int[rewiredPlayerCount];
|
||
|
for(int i = 0; i < rewiredPlayerIds.Length; i++) {
|
||
|
playerIds[i] = Rewired.ReInput.players.GetPlayer(rewiredPlayerIds[i]).id;
|
||
|
}
|
||
|
if(useRewiredSystemPlayer) playerIds[rewiredPlayerCount - 1] = Rewired.ReInput.players.GetSystemPlayer().id;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void CheckEditorRecompile() {
|
||
|
if(!recompiling) return;
|
||
|
if(!Rewired.ReInput.isReady) return;
|
||
|
recompiling = false;
|
||
|
InitializeRewired();
|
||
|
}
|
||
|
|
||
|
private void OnEditorRecompile() {
|
||
|
recompiling = true;
|
||
|
ClearRewiredVars();
|
||
|
}
|
||
|
|
||
|
private void ClearRewiredVars() {
|
||
|
Array.Clear(playerIds, 0, playerIds.Length);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|