#pragma strict
@script RequireComponent (GUITexture)
class Boundary {
var min : Vector2 = Vector2.zero;
var max : Vector2 = Vector2.zero;
}
static private var joysticks : Joystick[]; // A static collection of all joysticks
static private var enumeratedJoysticks : boolean = false;
static private var tapTimeDelta : float = 0.3; // Time allowed between taps
var touchPad : boolean; // Is this a TouchPad?
var touchZone : Rect;
var deadZone : float = 0; // Control when position is output
var normalize : boolean = false; // Normalize output after the dead-zone?
var position : Vector2; // [-1, 1] in x,y
var tapCount : int; // Current tap count
private var lastFingerId = -1; // Finger last used for this joystick
private var tapTimeWindow : float; // How much time there is left for a tap to occur
private var fingerDownPos : Vector2;
private var fingerDownTime : float;
private var firstDeltaTime : float = 0.5;
private var gui : GUITexture; // Joystick graphic
private var defaultRect : Rect; // Default position / extents of the joystick graphic
private var guiBoundary : Boundary = Boundary (); // Boundary for joystick graphic
private var guiTouchOffset : Vector2; // Offset to apply to touch input
private var guiCenter : Vector2; // Center of joystick
#if !UNITY_IPHONE && !UNITY_ANDROID
function Awake () {
gameObject.active = false;
}
#else
function Start () {
// Cache this component at startup instead of looking up every frame
gui = GetComponent.<GUITexture> ();
// Store the default rect for the gui, so we can snap back to it
defaultRect = gui.pixelInset;
defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5;
defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
transform.position.x = 0.0;
transform.position.y = 0.0;
if (touchPad) {
// If a texture has been assigned, then use the rect ferom the gui as our touchZone
if (gui.texture)
touchZone = defaultRect;
}
else {
// This is an offset for touch input to match with the top left
// corner of the GUI
guiTouchOffset.x = defaultRect.width * 0.5;
guiTouchOffset.y = defaultRect.height * 0.5;
// Cache the center of the GUI, since it doesn't change
guiCenter.x = defaultRect.x + guiTouchOffset.x;
guiCenter.y = defaultRect.y + guiTouchOffset.y;
// Let's build the GUI boundary, so we can clamp joystick movement
guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
}
}
function Disable () {
gameObject.active = false;
enumeratedJoysticks = false;
}
function ResetJoystick () {
// Release the finger control and set the joystick back to the default position
gui.pixelInset = defaultRect;
lastFingerId = -1;
position = Vector2.zero;
fingerDownPos = Vector2.zero;
if (touchPad)
gui.color.a = 0.025;
}
function IsFingerDown () : boolean {
return (lastFingerId != -1);
}
function LatchedFinger (fingerId : int) {
// If another joystick has latched this finger, then we must release it
if (lastFingerId == fingerId)
ResetJoystick ();
}
function Update () {
if (!enumeratedJoysticks) {
// Collect all joysticks in the game, so we can relay finger latching messages
joysticks = FindObjectsOfType (Joystick) as Joystick[];
enumeratedJoysticks = true;
}
var count = Input.touchCount;
// Adjust the tap time window while it still available
if (tapTimeWindow > 0)
tapTimeWindow -= Time.deltaTime;
else
tapCount = 0;
if (count == 0) {
ResetJoystick ();
}
else {
for (var i : int = 0; i < count; i++) {
var touch : Touch = Input.GetTouch (i);
var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
var shouldLatchFinger = false;
if (touchPad) {
if (touchZone.Contains (touch.position))
shouldLatchFinger = true;
}
else if (gui.HitTest (touch.position)) {
shouldLatchFinger = true;
}
// Latch the finger if this is a new touch
if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId)) {
if (touchPad) {
gui.color.a = 0.15;
lastFingerId = touch.fingerId;
fingerDownPos = touch.position;
fingerDownTime = Time.time;
}
lastFingerId = touch.fingerId;
// Accumulate taps if it is within the time window
if (tapTimeWindow > 0) {
tapCount++;
}
else {
tapCount = 1;
tapTimeWindow = tapTimeDelta;
}
// Tell other joysticks we've latched this finger
for (var j : Joystick in joysticks) {
if (j != null && j != this)
j.LatchedFinger (touch.fingerId);
}
}
if (lastFingerId == touch.fingerId) {
// Override the tap count with what the iPhone SDK reports if it is greater
// This is a workaround, since the iPhone SDK does not currently track taps
// for multiple touches
if (touch.tapCount > tapCount)
tapCount = touch.tapCount;
if (touchPad) {
// For a touchpad, let's just set the position directly based on distance from initial touchdown
position.x = Mathf.Clamp ((touch.position.x - fingerDownPos.x) / (touchZone.width / 2), -1, 1);
position.y = Mathf.Clamp ((touch.position.y - fingerDownPos.y) / (touchZone.height / 2), -1, 1);
}
else {
// Change the location of the joystick graphic to match where the touch is
position.x = (touch.position.x - guiCenter.x) / guiTouchOffset.x;
position.y = (touch.position.y - guiCenter.y) / guiTouchOffset.y;
}
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
ResetJoystick ();
}
}
}
// Calculate the length. This involves a squareroot operation,
// so it's slightly expensive. We re-use this length for multiple
// things below to avoid doing the square-root more than one.
var length : float = position.magnitude;
if (length < deadZone) {
// If the length of the vector is smaller than the deadZone radius,
// set the position to the origin.
position = Vector2.zero;
}
else {
if (length > 1) {
// Normalize the vector if its length was greater than 1.
// Use the already calculated length instead of using Normalize().
position = position / length;
}
else if (normalize) {
// Normalize the vector and multiply it with the length adjusted
// to compensate for the deadZone radius.
// This prevents the position from snapping from zero to the deadZone radius.
position = position / length * Mathf.InverseLerp (length, deadZone, 1);
}
}
if (!touchPad) {
// Change the location of the joystick graphic to match the position
gui.pixelInset.x = (position.x - 1) * guiTouchOffset.x + guiCenter.x;
gui.pixelInset.y = (position.y - 1) * guiTouchOffset.y + guiCenter.y;
}
}
#endif