UIVirtualTouchZone.cs 3.2 KB

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  1. using UnityEngine;
  2. using UnityEngine.EventSystems;
  3. using UnityEngine.Events;
  4. public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
  5. {
  6. [System.Serializable]
  7. public class Event : UnityEvent<Vector2> { }
  8. [Header("Rect References")]
  9. public RectTransform containerRect;
  10. public RectTransform handleRect;
  11. [Header("Settings")]
  12. public bool clampToMagnitude;
  13. public float magnitudeMultiplier = 1f;
  14. public bool invertXOutputValue;
  15. public bool invertYOutputValue;
  16. //Stored Pointer Values
  17. private Vector2 pointerDownPosition;
  18. private Vector2 currentPointerPosition;
  19. [Header("Output")]
  20. public Event touchZoneOutputEvent;
  21. void Start()
  22. {
  23. SetupHandle();
  24. }
  25. private void SetupHandle()
  26. {
  27. if(handleRect)
  28. {
  29. SetObjectActiveState(handleRect.gameObject, false);
  30. }
  31. }
  32. public void OnPointerDown(PointerEventData eventData)
  33. {
  34. RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
  35. if(handleRect)
  36. {
  37. SetObjectActiveState(handleRect.gameObject, true);
  38. UpdateHandleRectPosition(pointerDownPosition);
  39. }
  40. }
  41. public void OnDrag(PointerEventData eventData)
  42. {
  43. RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
  44. Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
  45. Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
  46. Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
  47. OutputPointerEventValue(outputPosition * magnitudeMultiplier);
  48. }
  49. public void OnPointerUp(PointerEventData eventData)
  50. {
  51. pointerDownPosition = Vector2.zero;
  52. currentPointerPosition = Vector2.zero;
  53. OutputPointerEventValue(Vector2.zero);
  54. if(handleRect)
  55. {
  56. SetObjectActiveState(handleRect.gameObject, false);
  57. UpdateHandleRectPosition(Vector2.zero);
  58. }
  59. }
  60. void OutputPointerEventValue(Vector2 pointerPosition)
  61. {
  62. touchZoneOutputEvent.Invoke(pointerPosition);
  63. }
  64. void UpdateHandleRectPosition(Vector2 newPosition)
  65. {
  66. handleRect.anchoredPosition = newPosition;
  67. }
  68. void SetObjectActiveState(GameObject targetObject, bool newState)
  69. {
  70. targetObject.SetActive(newState);
  71. }
  72. Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
  73. {
  74. return secondPosition - firstPosition;
  75. }
  76. Vector2 ClampValuesToMagnitude(Vector2 position)
  77. {
  78. return Vector2.ClampMagnitude(position, 1);
  79. }
  80. Vector2 ApplyInversionFilter(Vector2 position)
  81. {
  82. if(invertXOutputValue)
  83. {
  84. position.x = InvertValue(position.x);
  85. }
  86. if(invertYOutputValue)
  87. {
  88. position.y = InvertValue(position.y);
  89. }
  90. return position;
  91. }
  92. float InvertValue(float value)
  93. {
  94. return -value;
  95. }
  96. }