// Copyright (c) 2016 Augie R. Maddox, Guavaman Enterprises. All rights reserved. // Based on Unity StandaloneInputModule.cs, version 5.3 // https://bitbucket.org/Unity-Technologies/ui/src/b5f9aae6ff7c2c63a521a1cb8b3e3da6939b191b/UnityEngine.UI/EventSystem/InputModules?at=5.3 #pragma warning disable 0219 #pragma warning disable 0618 #pragma warning disable 0649 using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.Serialization; using System.Collections.Generic; namespace Rewired.Integration.UnityUI { [AddComponentMenu("Event/Rewired Standalone Input Module")] public class RewiredStandaloneInputModule : PointerInputModule { #region Rewired Variables and Properties private const string DEFAULT_ACTION_MOVE_HORIZONTAL = "UIHorizontal"; private const string DEFAULT_ACTION_MOVE_VERTICAL = "UIVertical"; private const string DEFAULT_ACTION_SUBMIT = "UISubmit"; private const string DEFAULT_ACTION_CANCEL = "UICancel"; private int[] playerIds; private bool recompiling; private bool isTouchSupported; /// /// 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. /// [SerializeField] [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.")] private bool useAllRewiredGamePlayers = false; /// /// Allow the Rewired System Player to control the UI. /// [SerializeField] [Tooltip("Allow the Rewired System Player to control the UI.")] private bool useRewiredSystemPlayer = false; /// /// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored. /// [SerializeField] [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.")] private int[] rewiredPlayerIds = new int[1] { 0 }; /// /// Allow only Players with Player.isPlaying = true to control the UI. /// [SerializeField] [Tooltip("Allow only Players with Player.isPlaying = true to control the UI.")] private bool usePlayingPlayersOnly = false; /// /// 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. /// [SerializeField] [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.")] private bool moveOneElementPerAxisPress; /// /// 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. /// public bool UseAllRewiredGamePlayers { get { return useAllRewiredGamePlayers; } set { bool changed = value != useAllRewiredGamePlayers; useAllRewiredGamePlayers = value; if(changed) SetupRewiredVars(); } } /// /// Allow the Rewired System Player to control the UI. /// public bool UseRewiredSystemPlayer { get { return useRewiredSystemPlayer; } set { bool changed = value != useRewiredSystemPlayer; useRewiredSystemPlayer = value; if(changed) SetupRewiredVars(); } } /// /// A list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored. /// Returns a clone of the array. /// public int[] RewiredPlayerIds { get { return (int[])rewiredPlayerIds.Clone(); } set { rewiredPlayerIds = (value != null ? (int[])value.Clone() : new int[0]); SetupRewiredVars(); } } /// /// Allow only Players with Player.isPlaying = true to control the UI. /// public bool UsePlayingPlayersOnly { get { return usePlayingPlayersOnly; } set { usePlayingPlayersOnly = value; } } /// /// 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. /// public bool MoveOneElementPerAxisPress { get { return moveOneElementPerAxisPress; } set { moveOneElementPerAxisPress = value; } } /// /// Allows the mouse to be used to select elements. /// public bool allowMouseInput { get { return m_allowMouseInput; } set { m_allowMouseInput = value; } } /// /// Allows the mouse to be used to select elements if the device also supports touch control. /// public bool allowMouseInputIfTouchSupported { get { return m_allowMouseInputIfTouchSupported; } set { m_allowMouseInputIfTouchSupported = value; } } private bool isMouseSupported { get { if(!Input.mousePresent) return false; if(!m_allowMouseInput) return false; return isTouchSupported ? m_allowMouseInputIfTouchSupported : true; } } #endregion private float m_PrevActionTime; Vector2 m_LastMoveVector; int m_ConsecutiveMoveCount = 0; private Vector2 m_LastMousePosition; private Vector2 m_MousePosition; [SerializeField] private string m_HorizontalAxis = DEFAULT_ACTION_MOVE_HORIZONTAL; /// /// Name of the vertical axis for movement (if axis events are used). /// [SerializeField] [Tooltip("Name of the vertical axis for movement (if axis events are used).")] private string m_VerticalAxis = DEFAULT_ACTION_MOVE_VERTICAL; /// /// Name of the action used to submit. /// [SerializeField] [Tooltip("Name of the action used to submit.")] private string m_SubmitButton = DEFAULT_ACTION_SUBMIT; /// /// Name of the action used to cancel. /// [SerializeField] [Tooltip("Name of the action used to cancel.")] private string m_CancelButton = DEFAULT_ACTION_CANCEL; /// /// Number of selection changes allowed per second when a movement button/axis is held in a direction. /// [SerializeField] [Tooltip("Number of selection changes allowed per second when a movement button/axis is held in a direction.")] private float m_InputActionsPerSecond = 10; /// /// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held. /// [SerializeField] [Tooltip("Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.")] private float m_RepeatDelay = 0.0f; /// /// Allows the mouse to be used to select elements. /// [SerializeField] [Tooltip("Allows the mouse to be used to select elements.")] private bool m_allowMouseInput = true; /// /// Allows the mouse to be used to select elements if the device also supports touch control. /// [SerializeField] [Tooltip("Allows the mouse to be used to select elements if the device also supports touch control.")] private bool m_allowMouseInputIfTouchSupported = true; /// /// Forces the module to always be active. /// [SerializeField] [FormerlySerializedAs("m_AllowActivationOnMobileDevice")] [Tooltip("Forces the module to always be active.")] private bool m_ForceModuleActive; /// /// Allows the module to control UI input on mobile devices.. /// [Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead")] public bool allowActivationOnMobileDevice { get { return m_ForceModuleActive; } set { m_ForceModuleActive = value; } } /// /// Forces the module to always be active. /// public bool forceModuleActive { get { return m_ForceModuleActive; } set { m_ForceModuleActive = value; } } // /// Number of selection changes allowed per second when a movement button/axis is held in a direction. /// public float inputActionsPerSecond { get { return m_InputActionsPerSecond; } set { m_InputActionsPerSecond = value; } } /// /// Delay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held. /// public float repeatDelay { get { return m_RepeatDelay; } set { m_RepeatDelay = value; } } /// /// Name of the horizontal axis for movement (if axis events are used). /// public string horizontalAxis { get { return m_HorizontalAxis; } set { m_HorizontalAxis = value; } } /// /// Name of the vertical axis for movement (if axis events are used). /// public string verticalAxis { get { return m_VerticalAxis; } set { m_VerticalAxis = value; } } /// /// Name of the action used to submit. /// public string submitButton { get { return m_SubmitButton; } set { m_SubmitButton = value; } } /// /// Name of the action used to cancel. /// public string cancelButton { get { return m_CancelButton; } set { m_CancelButton = value; } } // Constructor protected RewiredStandaloneInputModule() { } // Methods protected override void Awake() { base.Awake(); // Determine if touch is supported isTouchSupported = Input.touchSupported; // Deactivate the TouchInputModule because it has been deprecated in 5.3. Functionality was moved into here on all versions. TouchInputModule tim = GetComponent(); if(tim != null) { tim.enabled = false; #if UNITY_EDITOR Debug.LogWarning("The TouchInputModule is no longer used as the functionality has been moved into the RewiredStandaloneInputModule. Please remove the TouchInputModule component."); #endif } // Initialize Rewired InitializeRewired(); } public override void UpdateModule() { CheckEditorRecompile(); if(recompiling) return; if(!ReInput.isReady) return; if(isMouseSupported) { m_LastMousePosition = m_MousePosition; m_MousePosition = UnityEngine.Input.mousePosition; } } public override bool IsModuleSupported() { return true; // there is never any reason this module should not be supported now that TouchInputModule is deprecated, so always return true. } public override bool ShouldActivateModule() { if(!base.ShouldActivateModule()) return false; if(recompiling) return false; if(!ReInput.isReady) return false; bool shouldActivate = m_ForceModuleActive; // Combine input for 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; shouldActivate |= player.GetButtonDown(m_SubmitButton); shouldActivate |= player.GetButtonDown(m_CancelButton); if(moveOneElementPerAxisPress) { // axis press moves only to the next UI element with each press shouldActivate |= player.GetButtonDown(m_HorizontalAxis) || player.GetNegativeButtonDown(m_HorizontalAxis); shouldActivate |= player.GetButtonDown(m_VerticalAxis) || player.GetNegativeButtonDown(m_VerticalAxis); } else { // default behavior - axis press scrolls quickly through UI elements shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_HorizontalAxis), 0.0f); shouldActivate |= !Mathf.Approximately(player.GetAxisRaw(m_VerticalAxis), 0.0f); } } // Mouse input if(isMouseSupported) { shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f; shouldActivate |= UnityEngine.Input.GetMouseButtonDown(0); } // Touch input if(isTouchSupported) { for(int i = 0; i < Input.touchCount; ++i) { Touch input = Input.GetTouch(i); shouldActivate |= input.phase == TouchPhase.Began || input.phase == TouchPhase.Moved || input.phase == TouchPhase.Stationary; } } return shouldActivate; } public override void ActivateModule() { base.ActivateModule(); if(isMouseSupported) { Vector2 mousePosition = UnityEngine.Input.mousePosition; m_MousePosition = mousePosition; m_LastMousePosition = mousePosition; } var toSelect = eventSystem.currentSelectedGameObject; if(toSelect == null) toSelect = eventSystem.firstSelectedGameObject; eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData()); } public override void DeactivateModule() { base.DeactivateModule(); ClearSelection(); } public override void Process() { if(!ReInput.isReady) return; bool usedEvent = SendUpdateEventToSelectedObject(); if(eventSystem.sendNavigationEvents) { if(!usedEvent) usedEvent |= SendMoveEventToSelectedObject(); if(!usedEvent) SendSubmitEventToSelectedObject(); } // touch needs to take precedence because of the mouse emulation layer if(!ProcessTouchEvents()) { if(isMouseSupported) ProcessMouseEvent(); } } private bool ProcessTouchEvents() { if(!isTouchSupported) return false; for(int i = 0; i < Input.touchCount; ++i) { Touch input = Input.GetTouch(i); #if UNITY_5_3_OR_NEWER if(input.type == TouchType.Indirect) continue; #endif bool released; bool pressed; var pointer = GetTouchPointerEventData(input, out pressed, out released); ProcessTouchPress(pointer, pressed, released); if(!released) { ProcessMove(pointer); ProcessDrag(pointer); } else RemovePointerData(pointer); } return Input.touchCount > 0; } private void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released) { var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject; // PointerDown notification if(pressed) { pointerEvent.eligibleForClick = true; pointerEvent.delta = Vector2.zero; pointerEvent.dragging = false; pointerEvent.useDragThreshold = true; pointerEvent.pressPosition = pointerEvent.position; pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast; DeselectIfSelectionChanged(currentOverGo, pointerEvent); if(pointerEvent.pointerEnter != currentOverGo) { // send a pointer enter to the touched element if it isn't the one to select... HandlePointerExitAndEnter(pointerEvent, currentOverGo); pointerEvent.pointerEnter = currentOverGo; } // 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(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(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(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; } } /// /// Process submit keys. /// 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; } /// /// Process keyboard events. /// 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); } /// /// Process all mouse events. /// 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(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; } /// /// Process the current mouse press. /// 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(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(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(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 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 } }