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//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// This script should be attached to each camera that's used to draw the objects with
/// UI components on them. This may mean only one camera (main camera or your UI camera),
/// or multiple cameras if you happen to have multiple viewports. Failing to attach this
/// script simply means that objects drawn by this camera won't receive UI notifications:
///
/// * OnHover (isOver) is sent when the mouse hovers over a collider or moves away.
/// * OnPress (isDown) is sent when a mouse button gets pressed on the collider.
/// * OnSelect (selected) is sent when a mouse button is first pressed on an object. Repeated presses won't result in an OnSelect(true).
/// * OnClick () is sent when a mouse is pressed and released on the same object.
/// UICamera.currentTouchID tells you which button was clicked.
/// * OnDoubleClick () is sent when the click happens twice within a fourth of a second.
/// UICamera.currentTouchID tells you which button was clicked.
///
/// * OnDragStart () is sent to a game object under the touch just before the OnDrag() notifications begin.
/// * OnDrag (delta) is sent to an object that's being dragged.
/// * OnDragOver (draggedObject) is sent to a game object when another object is dragged over its area.
/// * OnDragOut (draggedObject) is sent to a game object when another object is dragged out of its area.
/// * OnDragEnd () is sent to a dragged object when the drag event finishes.
///
/// * OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving.
/// * OnScroll (float delta) is sent out when the mouse scroll wheel is moved.
/// * OnKey (KeyCode key) is sent when keyboard or controller input is used.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("NGUI/UI/NGUI Event System (UICamera)")]
[RequireComponent(typeof(Camera))]
public class UICamera : MonoBehaviour
{
public enum ControlScheme
{
Mouse,
Touch,
Controller,
}
/// <summary>
/// Whether the touch event will be sending out the OnClick notification at the end.
/// </summary>
public enum ClickNotification
{
None,
Always,
BasedOnDelta,
}
/// <summary>
/// Ambiguous mouse, touch, or controller event.
/// </summary>
public class MouseOrTouch
{
public Vector2 pos; // Current position of the mouse or touch event
public Vector2 lastPos; // Previous position of the mouse or touch event
public Vector2 delta; // Delta since last update
public Vector2 totalDelta; // Delta since the event started being tracked
public Camera pressedCam; // Camera that the OnPress(true) was fired with
public GameObject last; // Last object under the touch or mouse
public GameObject current; // Current game object under the touch or mouse
public GameObject pressed; // Last game object to receive OnPress
public GameObject dragged; // Game object that's being dragged
public float pressTime = 0f; // When the touch event started
public float clickTime = 0f; // The last time a click event was sent out
public ClickNotification clickNotification = ClickNotification.Always;
public bool touchBegan = true;
public bool pressStarted = false;
public bool dragStarted = false;
/// <summary>
/// Delta time since the touch operation started.
/// </summary>
public float deltaTime { get { return RealTime.time - pressTime; } }
/// <summary>
/// Returns whether this touch is currently over a UI element.
/// </summary>
public bool isOverUI
{
get
{
return current != null && current != fallThrough && NGUITools.FindInParents<UIRoot>(current) != null;
}
}
}
/// <summary>
/// Camera type controls how raycasts are handled by the UICamera.
/// </summary>
public enum EventType : int
{
World_3D, // Perform a Physics.Raycast and sort by distance to the point that was hit.
UI_3D, // Perform a Physics.Raycast and sort by widget depth.
World_2D, // Perform a Physics2D.OverlapPoint
UI_2D, // Physics2D.OverlapPoint then sort by widget depth
}
/// <summary>
/// List of all active cameras in the scene.
/// </summary>
static public BetterList<UICamera> list = new BetterList<UICamera>();
public delegate bool GetKeyStateFunc (KeyCode key);
public delegate float GetAxisFunc (string name);
/// <summary>
/// GetKeyDown function -- return whether the specified key was pressed this Update().
/// </summary>
static public GetKeyStateFunc GetKeyDown = Input.GetKeyDown;
/// <summary>
/// GetKeyDown function -- return whether the specified key was released this Update().
/// </summary>
static public GetKeyStateFunc GetKeyUp = Input.GetKeyUp;
/// <summary>
/// GetKey function -- return whether the specified key is currently held.
/// </summary>
static public GetKeyStateFunc GetKey = Input.GetKey;
/// <summary>
/// GetAxis function -- return the state of the specified axis.
/// </summary>
static public GetAxisFunc GetAxis = Input.GetAxis;
public delegate void OnScreenResize ();
/// <summary>
/// Delegate triggered when the screen size changes for any reason.
/// Subscribe to it if you don't want to compare Screen.width and Screen.height each frame.
/// </summary>
static public OnScreenResize onScreenResize;
/// <summary>
/// Event type -- use "UI" for your user interfaces, and "World" for your game camera.
/// This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras.
/// </summary>
public EventType eventType = EventType.UI_3D;
/// <summary>
/// By default, events will go to rigidbodies when the Event Type is not UI.
/// You can change this behaviour back to how it was pre-3.7.0 using this flag.
/// </summary>
public bool eventsGoToColliders = false;
/// <summary>
/// Which layers will receive events.
/// </summary>
public LayerMask eventReceiverMask = -1;
/// <summary>
/// If 'true', currently hovered object will be shown in the top left corner.
/// </summary>
public bool debug = false;
/// <summary>
/// Whether the mouse input is used.
/// </summary>
public bool useMouse = true;
/// <summary>
/// Whether the touch-based input is used.
/// </summary>
public bool useTouch = true;
/// <summary>
/// Whether multi-touch is allowed.
/// </summary>
public bool allowMultiTouch = true;
/// <summary>
/// Whether the keyboard events will be processed.
/// </summary>
public bool useKeyboard = true;
/// <summary>
/// Whether the joystick and controller events will be processed.
/// </summary>
public bool useController = true;
[System.Obsolete("Use new OnDragStart / OnDragOver / OnDragOut / OnDragEnd events instead")]
public bool stickyPress { get { return true; } }
/// <summary>
/// Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true).
/// </summary>
public bool stickyTooltip = true;
/// <summary>
/// How long of a delay to expect before showing the tooltip.
/// </summary>
public float tooltipDelay = 1f;
/// <summary>
/// If enabled, a tooltip will be shown after touch gets pressed on something and held for more than "tooltipDelay" seconds.
/// </summary>
public bool longPressTooltip = false;
/// <summary>
/// How much the mouse has to be moved after pressing a button before it starts to send out drag events.
/// </summary>
public float mouseDragThreshold = 4f;
/// <summary>
/// How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.
/// </summary>
public float mouseClickThreshold = 10f;
/// <summary>
/// How much the mouse has to be moved after pressing a button before it starts to send out drag events.
/// </summary>
public float touchDragThreshold = 40f;
/// <summary>
/// How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.
/// </summary>
public float touchClickThreshold = 40f;
/// <summary>
/// Raycast range distance. By default it's as far as the camera can see.
/// </summary>
public float rangeDistance = -1f;
/// <summary>
/// Name of the axis used for scrolling.
/// </summary>
public string scrollAxisName = "Mouse ScrollWheel";
/// <summary>
/// Name of the axis used to send up and down key events.
/// </summary>
public string verticalAxisName = "Vertical";
/// <summary>
/// Name of the axis used to send left and right key events.
/// </summary>
public string horizontalAxisName = "Horizontal";
/// <summary>
/// Simulate a right-click on OSX when the Command key is held and a left-click is used (for trackpad).
/// </summary>
public bool commandClick = true;
/// <summary>
/// Various keys used by the camera.
/// </summary>
public KeyCode submitKey0 = KeyCode.Return;
public KeyCode submitKey1 = KeyCode.JoystickButton0;
public KeyCode cancelKey0 = KeyCode.Escape;
public KeyCode cancelKey1 = KeyCode.JoystickButton1;
public delegate void OnCustomInput ();
/// <summary>
/// Custom input processing logic, if desired. For example: WP7 touches.
/// Use UICamera.current to get the current camera.
/// </summary>
static public OnCustomInput onCustomInput;
/// <summary>
/// Whether tooltips will be shown or not.
/// </summary>
static public bool showTooltips = true;
/// <summary>
/// Position of the last touch (or mouse) event.
/// </summary>
static public Vector2 lastTouchPosition = Vector2.zero;
/// <summary>
/// Position of the last touch (or mouse) event in the world.
/// </summary>
static public Vector3 lastWorldPosition = Vector3.zero;
/// <summary>
/// Last raycast hit prior to sending out the event. This is useful if you want detailed information
/// about what was actually hit in your OnClick, OnHover, and other event functions.
/// Note that this is not going to be valid if you're using 2D colliders.
/// </summary>
static public RaycastHit lastHit;
/// <summary>
/// UICamera that sent out the event.
/// </summary>
static public UICamera current = null;
/// <summary>
/// Last camera active prior to sending out the event. This will always be the camera that actually sent out the event.
/// </summary>
static public Camera currentCamera = null;
/// <summary>
/// Current control scheme. Set automatically when events arrive.
/// </summary>
static public ControlScheme currentScheme = ControlScheme.Controller;
/// <summary>
/// ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle.
/// </summary>
static public int currentTouchID = -100;
/// <summary>
/// Key that triggered the event, if any.
/// </summary>
static public KeyCode currentKey = KeyCode.None;
/// <summary>
/// Ray projected into the screen underneath the current touch.
/// </summary>
static public RaycastHit2D lastHit2D; //2D
static DepthEntry2D mHit2D = new DepthEntry2D();
static BetterList<DepthEntry2D> mHits2D = new BetterList<DepthEntry2D>();
static RaycastHit2D mEmpty2D = new RaycastHit2D();
struct DepthEntry2D
{
public int depth;
public RaycastHit2D hit2D;
}
static bool IsVisible(ref RaycastHit2D hit)
{
UIPanel panel = NGUITools.FindInParents<UIPanel>(hit.collider.gameObject);
if (panel == null || panel.IsVisible(hit.point))
{
return true;
}
return false;
}
static bool IsVisible(ref DepthEntry2D de)
{
UIPanel panel = NGUITools.FindInParents<UIPanel>(de.hit2D.collider.gameObject);
return (panel == null || panel.IsVisible(de.hit2D.point));
}
//2D
static public Ray currentRay
{
get
{
return (currentCamera != null && currentTouch != null) ?
currentCamera.ScreenPointToRay(currentTouch.pos) : new Ray();
}
}
/// <summary>
/// Current touch, set before any event function gets called.
/// </summary>
static public MouseOrTouch currentTouch = null;
/// <summary>
/// Whether an input field currently has focus.
/// </summary>
static public bool inputHasFocus = false;
// Obsolete, kept for backwards compatibility.
static GameObject mGenericHandler;
/// <summary>
/// If set, this game object will receive all events regardless of whether they were handled or not.
/// </summary>
[System.Obsolete("Use delegates instead such as UICamera.onClick, UICamera.onHover, etc.")]
static public GameObject genericEventHandler { get { return mGenericHandler; } set { mGenericHandler = value; } }
/// <summary>
/// If events don't get handled, they will be forwarded to this game object.
/// </summary>
static public GameObject fallThrough;
public delegate void MoveDelegate (Vector2 delta);
public delegate void VoidDelegate (GameObject go);
public delegate void BoolDelegate (GameObject go, bool state);
public delegate void FloatDelegate (GameObject go, float delta);
public delegate void VectorDelegate (GameObject go, Vector2 delta);
public delegate void ObjectDelegate (GameObject go, GameObject obj);
public delegate void KeyCodeDelegate (GameObject go, KeyCode key);
/// <summary>
/// These notifications are sent out prior to the actual event going out.
/// </summary>
static public VoidDelegate onClick;
static public VoidDelegate onDoubleClick;
static public BoolDelegate onHover;
static public BoolDelegate onPress;
static public BoolDelegate onSelect;
static public FloatDelegate onScroll;
static public VectorDelegate onDrag;
static public VoidDelegate onDragStart;
static public ObjectDelegate onDragOver;
static public ObjectDelegate onDragOut;
static public VoidDelegate onDragEnd;
static public ObjectDelegate onDrop;
static public KeyCodeDelegate onKey;
static public BoolDelegate onTooltip;
static public MoveDelegate onMouseMove;
// Selected widget (for input)
static GameObject mCurrentSelection = null;
// Mouse events
static MouseOrTouch[] mMouse = new MouseOrTouch[] { new MouseOrTouch(), new MouseOrTouch(), new MouseOrTouch() };
// The last object to receive OnHover
static GameObject mHover;
// Joystick/controller/keyboard event
static public MouseOrTouch controller = new MouseOrTouch();
// Used to ensure that joystick-based controls don't trigger that often
static float mNextEvent = 0f;
/// <summary>
/// List of all the active touches.
/// </summary>
static public List<MouseOrTouch> activeTouches = new List<MouseOrTouch>();
// Used internally to store IDs of active touches
static List<int> mTouchIDs = new List<int>();
// Used to detect screen dimension changes
static int mWidth = 0;
static int mHeight = 0;
// Tooltip widget (mouse only)
GameObject mTooltip = null;
// Mouse input is turned off on iOS
Camera mCam = null;
float mTooltipTime = 0f;
float mNextRaycast = 0f;
/// <summary>
/// Helper function that determines if this script should be handling the events.
/// </summary>
bool handlesEvents { get { return eventHandler == this; } }
/// <summary>
/// Caching is always preferable for performance.
/// </summary>
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
public Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } }
#else
public Camera cachedCamera { get { if (mCam == null) mCam = GetComponent<Camera>(); return mCam; } }
#endif
/// <summary>
/// Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility.
/// </summary>
static public bool isDragging = false;
/// <summary>
/// The object hit by the last Raycast that was the result of a mouse or touch event.
/// </summary>
static public GameObject hoveredObject;
/// <summary>
/// Whether the last raycast was over the UI.
/// </summary>
static public bool isOverUI
{
get
{
if (currentTouch != null) return currentTouch.isOverUI;
if (hoveredObject == null) return false;
if (hoveredObject == fallThrough) return false;
return NGUITools.FindInParents<UIRoot>(hoveredObject) != null;
}
}
/// <summary>
/// Option to manually set the selected game object.
/// </summary>
static public GameObject selectedObject
{
get
{
if (mCurrentSelection) return mCurrentSelection;
return null;
}
set
{
if (mCurrentSelection == value) return;
bool shouldRestore = false;
if (currentTouch == null)
{
shouldRestore = true;
currentTouchID = -100;
currentTouch = controller;
currentScheme = ControlScheme.Controller;
}
inputHasFocus = false;
if (onSelect != null) onSelect(selectedObject, false);
Notify(mCurrentSelection, "OnSelect", false);
mCurrentSelection = value;
if (mCurrentSelection != null)
{
if (shouldRestore)
{
UICamera cam = (mCurrentSelection != null) ? FindCameraForLayer(mCurrentSelection.layer) : UICamera.list[0];
if (cam != null)
{
current = cam;
currentCamera = cam.cachedCamera;
}
}
inputHasFocus = (mCurrentSelection.activeInHierarchy && mCurrentSelection.GetComponent<UIInput>() != null);
if (onSelect != null) onSelect(mCurrentSelection, true);
Notify(mCurrentSelection, "OnSelect", true);
}
if (shouldRestore)
{
current = null;
currentCamera = null;
currentTouch = null;
currentTouchID = -100;
}
}
}
/// <summary>
/// Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object.
/// </summary>
static public bool IsPressed (GameObject go)
{
for (int i = 0; i < 3; ++i) if (mMouse[i].pressed == go) return true;
for (int i = 0, imax = activeTouches.Count; i < imax; ++i)
{
MouseOrTouch touch = activeTouches[i];
if (touch.pressed == go) return true;
}
if (controller.pressed == go) return true;
return false;
}
[System.Obsolete("Use either 'CountInputSources()' or 'activeTouches.Count'")]
static public int touchCount { get { return CountInputSources(); } }
/// <summary>
/// Number of active touches from all sources.
/// Note that this will include the sum of touch, mouse and controller events.
/// If you want only touch events, use activeTouches.Count.
/// </summary>
static public int CountInputSources ()
{
int count = 0;
for (int i = 0, imax = activeTouches.Count; i < imax; ++i)
{
MouseOrTouch touch = activeTouches[i];
if (touch.pressed != null)
++count;
}
for (int i = 0; i < mMouse.Length; ++i)
if (mMouse[i].pressed != null)
++count;
if (controller.pressed != null)
++count;
return count;
}
/// <summary>
/// Number of active drag events from all sources.
/// </summary>
static public int dragCount
{
get
{
int count = 0;
for (int i = 0, imax = activeTouches.Count; i < imax; ++i)
{
MouseOrTouch touch = activeTouches[i];
if (touch.dragged != null)
++count;
}
for (int i = 0; i < mMouse.Length; ++i)
if (mMouse[i].dragged != null)
++count;
if (controller.dragged != null)
++count;
return count;
}
}
/// <summary>
/// Convenience function that returns the main HUD camera.
/// </summary>
static public Camera mainCamera
{
get
{
UICamera mouse = eventHandler;
return (mouse != null) ? mouse.cachedCamera : null;
}
}
/// <summary>
/// Event handler for all types of events.
/// </summary>
static public UICamera eventHandler
{
get
{
for (int i = 0; i < list.size; ++i)
{
// Invalid or inactive entry -- keep going
UICamera cam = list.buffer[i];
if (cam == null || !cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue;
return cam;
}
return null;
}
}
/// <summary>
/// Static comparison function used for sorting.
/// </summary>
static int CompareFunc (UICamera a, UICamera b)
{
if (a.cachedCamera.depth < b.cachedCamera.depth) return 1;
if (a.cachedCamera.depth > b.cachedCamera.depth) return -1;
return 0;
}
struct DepthEntry
{
public int depth;
public RaycastHit hit;
public Vector3 point;
public GameObject go;
}
static DepthEntry mHit = new DepthEntry();
static BetterList<DepthEntry> mHits = new BetterList<DepthEntry>();
/// <summary>
/// Find the rigidbody on the parent, but return 'null' if a UIPanel is found instead.
/// The idea is: send events to the rigidbody in the world, but to colliders in the UI.
/// </summary>
static Rigidbody FindRootRigidbody (Transform trans)
{
while (trans != null)
{
if (trans.GetComponent<UIPanel>() != null) return null;
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
Rigidbody rb = trans.rigidbody;
#else
Rigidbody rb = trans.GetComponent<Rigidbody>();
#endif
if (rb != null) return rb;
trans = trans.parent;
}
return null;
}
/// <summary>
/// Find the 2D rigidbody on the parent, but return 'null' if a UIPanel is found instead.
/// </summary>
static Rigidbody2D FindRootRigidbody2D (Transform trans)
{
while (trans != null)
{
if (trans.GetComponent<UIPanel>() != null) return null;
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
Rigidbody2D rb = trans.rigidbody2D;
#else
Rigidbody2D rb = trans.GetComponent<Rigidbody2D>();
#endif
if (rb != null) return rb;
trans = trans.parent;
}
return null;
}
/// <summary>
/// Returns the object under the specified position.
/// </summary>
static public bool Raycast (Vector3 inPos)
{
for (int i = 0; i < list.size; ++i)
{
UICamera cam = list.buffer[i];
// Skip inactive scripts
if (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue;
// Convert to view space
currentCamera = cam.cachedCamera;
Vector3 pos = currentCamera.ScreenToViewportPoint(inPos);
if (float.IsNaN(pos.x) || float.IsNaN(pos.y)) continue;
// If it's outside the camera's viewport, do nothing
if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) continue;
// Cast a ray into the screen
Ray ray = currentCamera.ScreenPointToRay(inPos);
// Raycast into the screen
int mask = currentCamera.cullingMask & (int)cam.eventReceiverMask;
float dist = (cam.rangeDistance > 0f) ? cam.rangeDistance : currentCamera.farClipPlane - currentCamera.nearClipPlane;
if (cam.eventType == EventType.World_3D)
{
if (Physics.Raycast(ray, out lastHit, dist, mask))
{
lastWorldPosition = lastHit.point;
hoveredObject = lastHit.collider.gameObject;
if (!list[0].eventsGoToColliders)
{
Rigidbody rb = FindRootRigidbody(hoveredObject.transform);
if (rb != null) hoveredObject = rb.gameObject;
}
return true;
}
continue;
}
else if (cam.eventType == EventType.UI_3D)
{
RaycastHit[] hits = Physics.RaycastAll(ray, dist, mask);
if (hits.Length > 1)
{
for (int b = 0; b < hits.Length; ++b)
{
GameObject go = hits[b].collider.gameObject;
UIWidget w = go.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(hits[b].point)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(go);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
mHit.depth = NGUITools.CalculateRaycastDepth(go);
if (mHit.depth != int.MaxValue)
{
mHit.hit = hits[b];
mHit.point = hits[b].point;
mHit.go = hits[b].collider.gameObject;
mHits.Add(mHit);
}
}
mHits.Sort(delegate(DepthEntry r1, DepthEntry r2) { return r2.depth.CompareTo(r1.depth); });
for (int b = 0; b < mHits.size; ++b)
{
#if UNITY_FLASH
if (IsVisible(mHits.buffer[b]))
#else
if (IsVisible(ref mHits.buffer[b]))
#endif
{
lastHit = mHits[b].hit;
hoveredObject = mHits[b].go;
lastWorldPosition = mHits[b].point;
mHits.Clear();
return true;
}
}
mHits.Clear();
}
else if (hits.Length == 1)
{
GameObject go = hits[0].collider.gameObject;
UIWidget w = go.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(hits[0].point)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(go);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
if (IsVisible(hits[0].point, hits[0].collider.gameObject))
{
lastHit = hits[0];
lastWorldPosition = hits[0].point;
hoveredObject = lastHit.collider.gameObject;
return true;
}
}
continue;
}
else if (cam.eventType == EventType.World_2D)
{
if (m2DPlane.Raycast(ray, out dist))
{
Vector3 point = ray.GetPoint(dist);
Collider2D c2d = Physics2D.OverlapPoint(point, mask);
if (c2d)
{
lastWorldPosition = point;
hoveredObject = c2d.gameObject;
if (!cam.eventsGoToColliders)
{
Rigidbody2D rb = FindRootRigidbody2D(hoveredObject.transform);
if (rb != null) hoveredObject = rb.gameObject;
}
return true;
}
}
continue;
}
else if (cam.eventType == EventType.UI_2D)
{
if (m2DPlane.Raycast(ray, out dist))
{
lastWorldPosition = ray.GetPoint(dist);
Collider2D[] hits = Physics2D.OverlapPointAll(lastWorldPosition, mask);
if (hits.Length > 1)
{
for (int b = 0; b < hits.Length; ++b)
{
GameObject go = hits[b].gameObject;
UIWidget w = go.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(lastWorldPosition)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(go);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
mHit.depth = NGUITools.CalculateRaycastDepth(go);
if (mHit.depth != int.MaxValue)
{
mHit.go = go;
mHit.point = lastWorldPosition;
mHits.Add(mHit);
}
}
mHits.Sort(delegate(DepthEntry r1, DepthEntry r2) { return r2.depth.CompareTo(r1.depth); });
for (int b = 0; b < mHits.size; ++b)
{
#if UNITY_FLASH
if (IsVisible(mHits.buffer[b]))
#else
if (IsVisible(ref mHits.buffer[b]))
#endif
{
hoveredObject = mHits[b].go;
mHits.Clear();
return true;
}
}
mHits.Clear();
}
else if (hits.Length == 1)
{
GameObject go = hits[0].gameObject;
UIWidget w = go.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(lastWorldPosition)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(go);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
if (IsVisible(lastWorldPosition, go))
{
hoveredObject = go;
return true;
}
}
}
continue;
}
}
return false;
}
static public bool Raycast2D(Vector3 inPos, out RaycastHit2D hit)
{
for (int i = 0; i < list.size; ++i)
{
UICamera cam = list.buffer[i];
// Skip inactive scripts
if (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue;
// Convert to view space
currentCamera = cam.cachedCamera;
Vector3 pos = currentCamera.ScreenToViewportPoint(inPos);
if (float.IsNaN(pos.x) || float.IsNaN(pos.y)) continue;
// If it's outside the camera's viewport, do nothing
if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) continue;
// Cast a ray into the screen
Ray ray = currentCamera.ScreenPointToRay(inPos);
// Raycast into the screen
int mask = currentCamera.cullingMask & (int)cam.eventReceiverMask;
float dist = (cam.rangeDistance > 0f) ? cam.rangeDistance : currentCamera.farClipPlane - currentCamera.nearClipPlane;
if (cam.eventType == EventType.World_3D)
{
hit = Physics2D.Raycast(ray.origin, ray.direction, dist, mask);
if (hit.collider != null)
{
hoveredObject = hit.collider.gameObject;
return true;
}
continue;
}
else if (cam.eventType == EventType.UI_3D)
{
RaycastHit2D[] hits = Physics2D.RaycastAll(ray.origin, ray.direction, dist, mask);
if (hits.Length > 1)
{
for (int b = 0; b < hits.Length; ++b)
{
GameObject go = hits[b].collider.gameObject;
UIWidget w = go.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(hits[b].point)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(go);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
mHit2D.depth = NGUITools.CalculateRaycastDepth(go);
if (mHit2D.depth != int.MaxValue)
{
mHit2D.hit2D = hits[b];
mHits2D.Add(mHit2D);
}
}
mHits2D.Sort(delegate(DepthEntry2D r1, DepthEntry2D r2) { return r2.depth.CompareTo(r1.depth); });
for (int b = 0; b < mHits2D.size; ++b)
{
#if UNITY_FLASH
if (IsVisible(mHits.buffer[b]))
#else
if (IsVisible(ref mHits2D.buffer[b]))
#endif
{
hit = mHits2D[b].hit2D;
hoveredObject = hit.collider.gameObject;
mHits2D.Clear();
return true;
}
}
mHits2D.Clear();
}
else if (hits.Length == 1)
{
Collider2D c = hits[0].collider;
UIWidget w = c.GetComponent<UIWidget>();
if (w != null)
{
if (!w.isVisible) continue;
if (w.hitCheck != null && !w.hitCheck(hits[0].point)) continue;
}
else
{
UIRect rect = NGUITools.FindInParents<UIRect>(c.gameObject);
if (rect != null && rect.finalAlpha < 0.001f) continue;
}
if (IsVisible(ref hits[0]))
{
hit = hits[0];
hoveredObject = hit.collider.gameObject;
return true;
}
}
continue;
}
}
hit = mEmpty2D;
return false;
}
static Plane m2DPlane = new Plane(Vector3.back, 0f);
/// <summary>
/// Helper function to check if the specified hit is visible by the panel.
/// </summary>
static bool IsVisible (Vector3 worldPoint, GameObject go)
{
UIPanel panel = NGUITools.FindInParents<UIPanel>(go);
while (panel != null)
{
if (!panel.IsVisible(worldPoint)) return false;
panel = panel.parentPanel;
}
return true;
}
/// <summary>
/// Helper function to check if the specified hit is visible by the panel.
/// </summary>
#if UNITY_FLASH
static bool IsVisible (DepthEntry de)
#else
static bool IsVisible (ref DepthEntry de)
#endif
{
UIPanel panel = NGUITools.FindInParents<UIPanel>(de.go);
while (panel != null)
{
if (!panel.IsVisible(de.point)) return false;
panel = panel.parentPanel;
}
return true;
}
/// <summary>
/// Whether the specified object should be highlighted.
/// </summary>
static public bool IsHighlighted (GameObject go)
{
if (UICamera.currentScheme == UICamera.ControlScheme.Mouse)
return (UICamera.hoveredObject == go);
if (UICamera.currentScheme == UICamera.ControlScheme.Controller)
return (UICamera.selectedObject == go);
return false;
}
/// <summary>
/// Find the camera responsible for handling events on objects of the specified layer.
/// </summary>
static public UICamera FindCameraForLayer (int layer)
{
int layerMask = 1 << layer;
for (int i = 0; i < list.size; ++i)
{
UICamera cam = list.buffer[i];
Camera uc = cam.cachedCamera;
if ((uc != null) && (uc.cullingMask & layerMask) != 0) return cam;
}
return null;
}
/// <summary>
/// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed.
/// </summary>
static int GetDirection (KeyCode up, KeyCode down)
{
if (GetKeyDown(up)) return 1;
if (GetKeyDown(down)) return -1;
return 0;
}
/// <summary>
/// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed.
/// </summary>
static int GetDirection (KeyCode up0, KeyCode up1, KeyCode down0, KeyCode down1)
{
if (GetKeyDown(up0) || GetKeyDown(up1)) return 1;
if (GetKeyDown(down0) || GetKeyDown(down1)) return -1;
return 0;
}
/// <summary>
/// Using the joystick to move the UI results in 1 or -1 if the threshold has been passed, mimicking up/down keys.
/// </summary>
static int GetDirection (string axis)
{
float time = RealTime.time;
if (mNextEvent < time && !string.IsNullOrEmpty(axis))
{
float val = GetAxis(axis);
if (val > 0.75f)
{
mNextEvent = time + 0.25f;
return 1;
}
if (val < -0.75f)
{
mNextEvent = time + 0.25f;
return -1;
}
}
return 0;
}
static int mNotifying = 0;
/// <summary>
/// Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver.
/// </summary>
static public void Notify (GameObject go, string funcName, object obj)
{
if (mNotifying > 10) return;
if (NGUITools.GetActive(go))
{
++mNotifying;
//NGUIDebug.Log(funcName + "(" + obj + ") on " + (go != null ? go.name : "<null>") + "; " + currentTouchID + ", " + Input.touchCount);
go.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);
if (mGenericHandler != null && mGenericHandler != go)
mGenericHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);
--mNotifying;
}
}
/// <summary>
/// Get the details of the specified mouse button.
/// </summary>
static public MouseOrTouch GetMouse (int button) { return mMouse[button]; }
/// <summary>
/// Get or create a touch event. If you are trying to iterate through a list of active touches, use activeTouches instead.
/// </summary>
static public MouseOrTouch GetTouch (int id)
{
if (id < 0) return GetMouse(-id - 1);
for (int i = 0, imax = mTouchIDs.Count; i < imax; ++i)
if (mTouchIDs[i] == id) return activeTouches[i];
MouseOrTouch touch = new MouseOrTouch();
touch.pressTime = RealTime.time;
touch.touchBegan = true;
activeTouches.Add(touch);
mTouchIDs.Add(id);
return touch;
}
/// <summary>
/// Remove a touch event from the list.
/// </summary>
static public void RemoveTouch (int id)
{
for (int i = 0, imax = mTouchIDs.Count; i < imax; ++i)
{
if (mTouchIDs[i] == id)
{
mTouchIDs.RemoveAt(i);
activeTouches.RemoveAt(i);
return;
}
}
}
/// <summary>
/// Add this camera to the list.
/// </summary>
void Awake ()
{
mWidth = Screen.width;
mHeight = Screen.height;
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer
|| Application.platform == RuntimePlatform.WP8Player
#if UNITY_4_3
|| Application.platform == RuntimePlatform.BB10Player
#else
|| Application.platform == RuntimePlatform.BlackBerryPlayer
#endif
)
{
useTouch = true;
useMouse = false;
useKeyboard = false;
useController = false;
}
else if (Application.platform == RuntimePlatform.PS3 ||
Application.platform == RuntimePlatform.XBOX360)
{
useMouse = false;
useTouch = false;
useKeyboard = false;
useController = true;
}
// Save the starting mouse position
mMouse[0].pos = Input.mousePosition;
for (int i = 1; i < 3; ++i)
{
mMouse[i].pos = mMouse[0].pos;
mMouse[i].lastPos = mMouse[0].pos;
}
lastTouchPosition = mMouse[0].pos;
}
/// <summary>
/// Sort the list when enabled.
/// </summary>
void OnEnable ()
{
list.Add(this);
list.Sort(CompareFunc);
}
/// <summary>
/// Remove this camera from the list.
/// </summary>
void OnDisable () { list.Remove(this); }
/// <summary>
/// We don't want the camera to send out any kind of mouse events.
/// </summary>
void Start ()
{
if (eventType != EventType.World_3D && cachedCamera.transparencySortMode != TransparencySortMode.Orthographic)
cachedCamera.transparencySortMode = TransparencySortMode.Orthographic;
if (Application.isPlaying)
{
// Always set a fallthrough object
if (fallThrough == null)
{
UIRoot root = NGUITools.FindInParents<UIRoot>(gameObject);
if (root != null)
{
fallThrough = root.gameObject;
}
else
{
Transform t = transform;
fallThrough = (t.parent != null) ? t.parent.gameObject : gameObject;
}
}
cachedCamera.eventMask = 0;
}
if (handlesEvents) NGUIDebug.debugRaycast = debug;
}
#if UNITY_EDITOR
void OnValidate () { Start(); }
#endif
/// <summary>
/// Check the input and send out appropriate events.
/// </summary>
void Update ()
{
// Only the first UI layer should be processing events
#if UNITY_EDITOR
if (!Application.isPlaying || !handlesEvents) return;
#else
if (!handlesEvents) return;
#endif
current = this;
// Process touch events first
if (useTouch) ProcessTouches ();
else if (useMouse) ProcessMouse();
// Custom input processing
if (onCustomInput != null) onCustomInput();
// Clear the selection on the cancel key, but only if mouse input is allowed
if (useMouse && mCurrentSelection != null)
{
if (cancelKey0 != KeyCode.None && GetKeyDown(cancelKey0))
{
currentScheme = ControlScheme.Controller;
currentKey = cancelKey0;
selectedObject = null;
}
else if (cancelKey1 != KeyCode.None && GetKeyDown(cancelKey1))
{
currentScheme = ControlScheme.Controller;
currentKey = cancelKey1;
selectedObject = null;
}
}
// If nothing is selected, input focus is lost
if (mCurrentSelection == null)
{
inputHasFocus = false;
}
else if (!mCurrentSelection || !mCurrentSelection.activeInHierarchy)
{
inputHasFocus = false;
mCurrentSelection = null;
}
// Update the keyboard and joystick events
if ((useKeyboard || useController) && mCurrentSelection != null) ProcessOthers();
// If it's time to show a tooltip, inform the object we're hovering over
if (useMouse && mHover != null)
{
float scroll = !string.IsNullOrEmpty(scrollAxisName) ? GetAxis(scrollAxisName) : 0f;
if (scroll != 0f)
{
if (onScroll != null) onScroll(mHover, scroll);
Notify(mHover, "OnScroll", scroll);
}
if (showTooltips && mTooltipTime != 0f && (mTooltipTime < RealTime.time ||
GetKey(KeyCode.LeftShift) || GetKey(KeyCode.RightShift)))
{
mTooltip = mHover;
currentTouch = mMouse[0];
currentTouchID = -1;
ShowTooltip(true);
}
}
current = null;
currentTouchID = -100;
}
/// <summary>
/// Keep an eye on screen size changes.
/// </summary>
void LateUpdate ()
{
#if UNITY_EDITOR
if (!Application.isPlaying || !handlesEvents) return;
#else
if (!handlesEvents) return;
#endif
int w = Screen.width;
int h = Screen.height;
if (w != mWidth || h != mHeight)
{
mWidth = w;
mHeight = h;
UIRoot.Broadcast("UpdateAnchors");
if (onScreenResize != null)
onScreenResize();
}
}
/// <summary>
/// Update mouse input.
/// </summary>
public void ProcessMouse ()
{
// Is any button currently pressed?
bool isPressed = false;
bool justPressed = false;
//****************//
//if (!Raycast(Input.mousePosition, out lastHit)) hoveredObject = fallThrough;
if (hoveredObject == null) Raycast2D(Input.mousePosition, out lastHit2D);
if (hoveredObject == null) hoveredObject = genericEventHandler;
//*********************//
for (int i = 0; i < 3; ++i)
{
if (Input.GetMouseButtonDown(i))
{
currentScheme = ControlScheme.Mouse;
justPressed = true;
isPressed = true;
}
else if (Input.GetMouseButton(i))
{
currentScheme = ControlScheme.Mouse;
isPressed = true;
}
}
// We're currently using touches -- do nothing
if (currentScheme == ControlScheme.Touch) return;
// Update the position and delta
Vector2 pos = Input.mousePosition;
Vector2 delta = pos - mMouse[0].pos;
float sqrMag = delta.sqrMagnitude;
bool posChanged = false;
if (currentScheme != ControlScheme.Mouse)
{
if (sqrMag < 0.001f) return; // Nothing changed and we are not using the mouse -- exit
currentScheme = ControlScheme.Mouse;
posChanged = true;
}
else if (sqrMag > 0.001f) posChanged = true;
lastTouchPosition = pos;
// Propagate the updates to the other mouse buttons
for (int i = 0; i < 3; ++i)
{
mMouse[i].pos = pos;
mMouse[i].delta = delta;
}
// No need to perform raycasts every frame
if (isPressed || posChanged || mNextRaycast < RealTime.time)
{
mNextRaycast = RealTime.time + 0.02f;
if (!Raycast(Input.mousePosition)) hoveredObject = fallThrough;
if (hoveredObject == null) hoveredObject = mGenericHandler;
for (int i = 0; i < 3; ++i) mMouse[i].current = hoveredObject;
}
bool highlightChanged = (mMouse[0].last != mMouse[0].current);
if (highlightChanged) currentScheme = ControlScheme.Mouse;
currentTouch = mMouse[0];
currentTouchID = -1;
if (isPressed)
{
// A button was pressed -- cancel the tooltip
mTooltipTime = 0f;
}
else if (posChanged && (!stickyTooltip || highlightChanged))
{
if (mTooltipTime != 0f)
{
// Delay the tooltip
mTooltipTime = RealTime.time + tooltipDelay;
}
else if (mTooltip != null)
{
// Hide the tooltip
ShowTooltip(false);
}
}
// Generic mouse move notifications
if (posChanged && onMouseMove != null)
{
onMouseMove(currentTouch.delta);
currentTouch = null;
}
// The button was released over a different object -- remove the highlight from the previous
if ((justPressed || !isPressed) && mHover != null && highlightChanged)
{
if (mTooltip != null) ShowTooltip(false);
if (onHover != null) onHover(mHover, false);
Notify(mHover, "OnHover", false);
mHover = null;
}
// Process all 3 mouse buttons as individual touches
for (int i = 0; i < 3; ++i)
{
bool pressed = Input.GetMouseButtonDown(i);
bool unpressed = Input.GetMouseButtonUp(i);
if (pressed || unpressed) currentScheme = ControlScheme.Mouse;
currentTouch = mMouse[i];
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
if (commandClick && i == 0 && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))
{
currentTouchID = -2;
currentKey = KeyCode.Mouse1;
}
else
#endif
{
currentTouchID = -1 - i;
currentKey = KeyCode.Mouse0 + i;
}
// We don't want to update the last camera while there is a touch happening
if (pressed)
{
currentTouch.pressedCam = currentCamera;
currentTouch.pressTime = RealTime.time;
}
else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;
// Process the mouse events
ProcessTouch(pressed, unpressed);
currentKey = KeyCode.None;
}
// If nothing is pressed and there is an object under the touch, highlight it
if (!isPressed && highlightChanged)
{
currentScheme = ControlScheme.Mouse;
mTooltipTime = RealTime.time + tooltipDelay;
mHover = mMouse[0].current;
currentTouch = mMouse[0];
currentTouchID = -1;
if (onHover != null) onHover(mHover, true);
Notify(mHover, "OnHover", true);
}
currentTouch = null;
// Update the last value
mMouse[0].last = mMouse[0].current;
for (int i = 1; i < 3; ++i) mMouse[i].last = mMouse[0].last;
}
static bool mUsingTouchEvents = true;
public class Touch
{
public int fingerId;
public TouchPhase phase = TouchPhase.Began;
public Vector2 position;
public int tapCount = 0;
}
public delegate int GetTouchCountCallback ();
public delegate Touch GetTouchCallback (int index);
static public GetTouchCountCallback GetInputTouchCount;
static public GetTouchCallback GetInputTouch;
/// <summary>
/// Update touch-based events.
/// </summary>
public void ProcessTouches ()
{
int count = (GetInputTouchCount == null) ? Input.touchCount : GetInputTouchCount();
for (int i = 0; i < count; ++i)
{
int fingerId;
TouchPhase phase;
Vector2 position;
int tapCount;
if (GetInputTouch == null)
{
UnityEngine.Touch touch = Input.GetTouch(i);
phase = touch.phase;
fingerId = touch.fingerId;
position = touch.position;
tapCount = touch.tapCount;
}
else
{
Touch touch = GetInputTouch(i);
phase = touch.phase;
fingerId = touch.fingerId;
position = touch.position;
tapCount = touch.tapCount;
}
currentTouchID = allowMultiTouch ? fingerId : 1;
currentTouch = GetTouch(currentTouchID);
//****************//
//if (!Raycast(Input.mousePosition, out lastHit)) hoveredObject = fallThrough;
if (hoveredObject == null) Raycast2D(Input.mousePosition, out lastHit2D);
if (hoveredObject == null) hoveredObject = genericEventHandler;
//*********************//
bool pressed = (phase == TouchPhase.Began) || currentTouch.touchBegan;
bool unpressed = (phase == TouchPhase.Canceled) || (phase == TouchPhase.Ended);
currentTouch.touchBegan = false;
// Assume touch-based control
currentScheme = ControlScheme.Touch;
// Although input.deltaPosition can be used, calculating it manually is safer (just in case)
currentTouch.delta = pressed ? Vector2.zero : position - currentTouch.pos;
currentTouch.pos = position;
// Raycast into the screen
if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
if (hoveredObject == null) hoveredObject = mGenericHandler;
currentTouch.last = currentTouch.current;
currentTouch.current = hoveredObject;
lastTouchPosition = currentTouch.pos;
// We don't want to update the last camera while there is a touch happening
if (pressed) currentTouch.pressedCam = currentCamera;
else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;
// Double-tap support
if (tapCount > 1) currentTouch.clickTime = RealTime.time;
// Process the events from this touch
ProcessTouch(pressed, unpressed);
// If the touch has ended, remove it from the list
if (unpressed) RemoveTouch(currentTouchID);
currentTouch.last = null;
currentTouch = null;
// Don't consider other touches
if (!allowMultiTouch) break;
}
if (count == 0)
{
// Skip the first frame after using touch events
if (mUsingTouchEvents)
{
mUsingTouchEvents = false;
return;
}
if (useMouse) ProcessMouse();
#if UNITY_EDITOR
else if (GetInputTouch == null) ProcessFakeTouches();
#endif
}
else mUsingTouchEvents = true;
}
/// <summary>
/// Process fake touch events where the mouse acts as a touch device.
/// Useful for testing mobile functionality in the editor.
/// </summary>
void ProcessFakeTouches ()
{
//****************//
//if (!Raycast(Input.mousePosition, out lastHit)) hoveredObject = fallThrough;
if (hoveredObject == null) Raycast2D(Input.mousePosition, out lastHit2D);
if (hoveredObject == null) hoveredObject = genericEventHandler;
//*********************//
bool pressed = Input.GetMouseButtonDown(0);
bool unpressed = Input.GetMouseButtonUp(0);
bool held = Input.GetMouseButton(0);
if (pressed || unpressed || held)
{
currentTouchID = 1;
currentTouch = mMouse[0];
currentTouch.touchBegan = pressed;
if (pressed) currentTouch.pressTime = RealTime.time;
Vector2 pos = Input.mousePosition;
currentTouch.delta = pressed ? Vector2.zero : pos - currentTouch.pos;
currentTouch.pos = pos;
// Raycast into the screen
if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
if (hoveredObject == null) hoveredObject = mGenericHandler;
currentTouch.last = currentTouch.current;
currentTouch.current = hoveredObject;
lastTouchPosition = currentTouch.pos;
// We don't want to update the last camera while there is a touch happening
if (pressed) currentTouch.pressedCam = currentCamera;
else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;
// Process the events from this touch
ProcessTouch(pressed, unpressed);
// If the touch has ended, remove it from the list
if (unpressed) RemoveTouch(currentTouchID);
currentTouch.last = null;
currentTouch = null;
}
}
/// <summary>
/// Process keyboard and joystick events.
/// </summary>
public void ProcessOthers ()
{
currentTouchID = -100;
currentTouch = controller;
bool submitKeyDown = false;
bool submitKeyUp = false;
if (submitKey0 != KeyCode.None && GetKeyDown(submitKey0))
{
currentKey = submitKey0;
submitKeyDown = true;
}
if (submitKey1 != KeyCode.None && GetKeyDown(submitKey1))
{
currentKey = submitKey1;
submitKeyDown = true;
}
if (submitKey0 != KeyCode.None && GetKeyUp(submitKey0))
{
currentKey = submitKey0;
submitKeyUp = true;
}
if (submitKey1 != KeyCode.None && GetKeyUp(submitKey1))
{
currentKey = submitKey1;
submitKeyUp = true;
}
if (submitKeyDown) currentTouch.pressTime = RealTime.time;
if (submitKeyDown || submitKeyUp)
{
currentScheme = ControlScheme.Controller;
currentTouch.last = currentTouch.current;
currentTouch.current = mCurrentSelection;
ProcessTouch(submitKeyDown, submitKeyUp);
currentTouch.last = null;
}
int vertical = 0;
int horizontal = 0;
if (useKeyboard)
{
if (inputHasFocus)
{
vertical += GetDirection(KeyCode.UpArrow, KeyCode.DownArrow);
horizontal += GetDirection(KeyCode.RightArrow, KeyCode.LeftArrow);
}
else
{
vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow);
horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow);
}
}
if (useController)
{
if (!string.IsNullOrEmpty(verticalAxisName)) vertical += GetDirection(verticalAxisName);
if (!string.IsNullOrEmpty(horizontalAxisName)) horizontal += GetDirection(horizontalAxisName);
}
// Send out key notifications
if (vertical != 0)
{
currentScheme = ControlScheme.Controller;
KeyCode key = vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow;
if (onKey != null) onKey(mCurrentSelection, key);
Notify(mCurrentSelection, "OnKey", key);
}
if (horizontal != 0)
{
currentScheme = ControlScheme.Controller;
KeyCode key = horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow;
if (onKey != null) onKey(mCurrentSelection, key);
Notify(mCurrentSelection, "OnKey", key);
}
if (useKeyboard && GetKeyDown(KeyCode.Tab))
{
currentKey = KeyCode.Tab;
currentScheme = ControlScheme.Controller;
if (onKey != null) onKey(mCurrentSelection, KeyCode.Tab);
Notify(mCurrentSelection, "OnKey", KeyCode.Tab);
}
// Send out the cancel key notification
if (cancelKey0 != KeyCode.None && GetKeyDown(cancelKey0))
{
currentKey = cancelKey0;
currentScheme = ControlScheme.Controller;
if (onKey != null) onKey(mCurrentSelection, KeyCode.Escape);
Notify(mCurrentSelection, "OnKey", KeyCode.Escape);
}
if (cancelKey1 != KeyCode.None && GetKeyDown(cancelKey1))
{
currentKey = cancelKey1;
currentScheme = ControlScheme.Controller;
if (onKey != null) onKey(mCurrentSelection, KeyCode.Escape);
Notify(mCurrentSelection, "OnKey", KeyCode.Escape);
}
currentTouch = null;
currentKey = KeyCode.None;
}
/// <summary>
/// Process the press part of a touch.
/// </summary>
void ProcessPress (bool pressed, float click, float drag)
{
// Send out the press message
if (pressed)
{
if (mTooltip != null) ShowTooltip(false);
currentTouch.pressStarted = true;
if (onPress != null && currentTouch.pressed)
onPress(currentTouch.pressed, false);
Notify(currentTouch.pressed, "OnPress", false);
currentTouch.pressed = currentTouch.current;
currentTouch.dragged = currentTouch.current;
currentTouch.clickNotification = ClickNotification.BasedOnDelta;
currentTouch.totalDelta = Vector2.zero;
currentTouch.dragStarted = false;
if (onPress != null && currentTouch.pressed)
onPress(currentTouch.pressed, true);
Notify(currentTouch.pressed, "OnPress", true);
if (mTooltip != null) ShowTooltip(false);
selectedObject = currentTouch.pressed;
}
else if (currentTouch.pressed != null && (currentTouch.delta.sqrMagnitude != 0f || currentTouch.current != currentTouch.last))
{
// Keep track of the total movement
currentTouch.totalDelta += currentTouch.delta;
float mag = currentTouch.totalDelta.sqrMagnitude;
bool justStarted = false;
// If the drag process hasn't started yet but we've already moved off the object, start it immediately
if (!currentTouch.dragStarted && currentTouch.last != currentTouch.current)
{
currentTouch.dragStarted = true;
currentTouch.delta = currentTouch.totalDelta;
// OnDragOver is sent for consistency, so that OnDragOut is always preceded by OnDragOver
isDragging = true;
if (onDragStart != null) onDragStart(currentTouch.dragged);
Notify(currentTouch.dragged, "OnDragStart", null);
if (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);
Notify(currentTouch.last, "OnDragOver", currentTouch.dragged);
isDragging = false;
}
else if (!currentTouch.dragStarted && drag < mag)
{
// If the drag event has not yet started, see if we've dragged the touch far enough to start it
justStarted = true;
currentTouch.dragStarted = true;
currentTouch.delta = currentTouch.totalDelta;
}
// If we're dragging the touch, send out drag events
if (currentTouch.dragStarted)
{
if (mTooltip != null) ShowTooltip(false);
isDragging = true;
bool isDisabled = (currentTouch.clickNotification == ClickNotification.None);
if (justStarted)
{
if (onDragStart != null) onDragStart(currentTouch.dragged);
Notify(currentTouch.dragged, "OnDragStart", null);
if (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);
Notify(currentTouch.current, "OnDragOver", currentTouch.dragged);
}
else if (currentTouch.last != currentTouch.current)
{
if (onDragStart != null) onDragStart(currentTouch.dragged);
Notify(currentTouch.last, "OnDragOut", currentTouch.dragged);
if (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);
Notify(currentTouch.current, "OnDragOver", currentTouch.dragged);
}
if (onDrag != null) onDrag(currentTouch.dragged, currentTouch.delta);
Notify(currentTouch.dragged, "OnDrag", currentTouch.delta);
currentTouch.last = currentTouch.current;
isDragging = false;
if (isDisabled)
{
// If the notification status has already been disabled, keep it as such
currentTouch.clickNotification = ClickNotification.None;
}
else if (currentTouch.clickNotification == ClickNotification.BasedOnDelta && click < mag)
{
// We've dragged far enough to cancel the click
currentTouch.clickNotification = ClickNotification.None;
}
}
}
}
/// <summary>
/// Process the release part of a touch.
/// </summary>
void ProcessRelease (bool isMouse, float drag)
{
// Send out the unpress message
if (currentTouch == null) return;
currentTouch.pressStarted = false;
//if (mTooltip != null) ShowTooltip(false);
if (currentTouch.pressed != null)
{
// If there was a drag event in progress, make sure OnDragOut gets sent
if (currentTouch.dragStarted)
{
if (onDragOut != null) onDragOut(currentTouch.last, currentTouch.dragged);
Notify(currentTouch.last, "OnDragOut", currentTouch.dragged);
if (onDragEnd != null) onDragEnd(currentTouch.dragged);
Notify(currentTouch.dragged, "OnDragEnd", null);
}
// Send the notification of a touch ending
if (onPress != null) onPress(currentTouch.pressed, false);
Notify(currentTouch.pressed, "OnPress", false);
// Send a hover message to the object
if (isMouse)
{
if (onHover != null) onHover(currentTouch.current, true);
Notify(currentTouch.current, "OnHover", true);
}
mHover = currentTouch.current;
// If the button/touch was released on the same object, consider it a click and select it
if (currentTouch.dragged == currentTouch.current ||
(currentScheme != ControlScheme.Controller &&
currentTouch.clickNotification != ClickNotification.None &&
currentTouch.totalDelta.sqrMagnitude < drag))
{
// If the touch should consider clicks, send out an OnClick notification
if (currentTouch.clickNotification != ClickNotification.None && currentTouch.pressed == currentTouch.current)
{
float time = RealTime.time;
if (onClick != null) onClick(currentTouch.pressed);
Notify(currentTouch.pressed, "OnClick", null);
if (currentTouch.clickTime + 0.35f > time)
{
if (onDoubleClick != null) onDoubleClick(currentTouch.pressed);
Notify(currentTouch.pressed, "OnDoubleClick", null);
}
currentTouch.clickTime = time;
}
}
else if (currentTouch.dragStarted) // The button/touch was released on a different object
{
// Send a drop notification (for drag & drop)
if (onDrop != null) onDrop(currentTouch.current, currentTouch.dragged);
Notify(currentTouch.current, "OnDrop", currentTouch.dragged);
}
}
currentTouch.dragStarted = false;
currentTouch.pressed = null;
currentTouch.dragged = null;
}
/// <summary>
/// Process the events of the specified touch.
/// </summary>
public void ProcessTouch (bool pressed, bool released)
{
// Whether we're using the mouse
bool isMouse = (currentScheme == ControlScheme.Mouse);
float drag = isMouse ? mouseDragThreshold : touchDragThreshold;
float click = isMouse ? mouseClickThreshold : touchClickThreshold;
// So we can use sqrMagnitude below
drag *= drag;
click *= click;
if (currentTouch.pressed != null)
{
if (released) ProcessRelease(isMouse, drag);
ProcessPress(pressed, click, drag);
// Hold event = show tooltip
if (currentTouch.pressed == currentTouch.current &&
currentTouch.clickNotification != ClickNotification.None &&
!currentTouch.dragStarted && currentTouch.deltaTime > tooltipDelay)
{
currentTouch.clickNotification = ClickNotification.None;
if (longPressTooltip)
{
mTooltip = currentTouch.pressed;
ShowTooltip(true);
}
Notify(currentTouch.current, "OnLongPress", null);
}
}
else if (isMouse || pressed || released)
{
ProcessPress(pressed, click, drag);
if (released) ProcessRelease(isMouse, drag);
}
}
/// <summary>
/// Show or hide the tooltip.
/// </summary>
public void ShowTooltip (bool val)
{
mTooltipTime = 0f;
if (onTooltip != null) onTooltip(mTooltip, val);
Notify(mTooltip, "OnTooltip", val);
if (!val) mTooltip = null;
}
}