Exemple #1
0
 void SetMusicVolume(UI.Slider slider)
 {
     Util.Statics.musicVolume = slider.value;
     MediaPlayer.Volume       = Util.Statics.musicVolume;
 }
Exemple #2
0
        /// <summary>
        /// Process move navigation (touch)
        /// </summary>
        private bool SendTouchEventToSelectedObject()
        {
            Vector2 movement          = Vector2.zero;
            Vector2 movementThreshold = Vector2.zero;

            if (EventSystem.current.currentSelectedGameObject == null)
            {
                return(false);
            }

            if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.Scrollbar>() != null)
            {
                currentScrollbar = EventSystem.current.currentSelectedGameObject.GetComponent <UI.Scrollbar>();
                currentSlider    = null;
                if (currentScrollbar.direction == UI.Scrollbar.Direction.LeftToRight || currentScrollbar.direction == UI.Scrollbar.Direction.RightToLeft)
                {
                    movementThreshold.x = scrollAmount * 4f;
                    movementThreshold.y = EasyInputHelper.mInstance.requiredSwipeLength;
                }
                else
                {
                    movementThreshold.x = EasyInputHelper.mInstance.requiredSwipeLength;
                    movementThreshold.y = scrollAmount * 4f;
                }
            }
            else if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>() != null)
            {
                if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().verticalScrollbar != null &&
                    EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().horizontalScrollbar != null)
                {
                    //if we have both scrollbars we'd have an issue with controllers. directions would be taken up by scrolling
                    //and no directions would be left to navigate to other UI objects. When this is the case we scroll the
                    //vertical only since it's much more common
                    currentScrollbar = EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().verticalScrollbar;
                }
                else if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().verticalScrollbar != null)
                {
                    currentScrollbar = EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().verticalScrollbar;
                }
                else if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().horizontalScrollbar != null)
                {
                    currentScrollbar = EventSystem.current.currentSelectedGameObject.GetComponent <UI.ScrollRect>().horizontalScrollbar;
                }
                else
                {
                    currentScrollbar = null;
                }


                currentSlider = null;

                if (currentScrollbar != null)
                {
                    if (currentScrollbar.direction == UI.Scrollbar.Direction.LeftToRight || currentScrollbar.direction == UI.Scrollbar.Direction.RightToLeft)
                    {
                        movementThreshold.x = scrollAmount * 4f;
                        movementThreshold.y = EasyInputHelper.mInstance.requiredSwipeLength;
                    }
                    else
                    {
                        movementThreshold.x = EasyInputHelper.mInstance.requiredSwipeLength;
                        movementThreshold.y = scrollAmount * 4f;
                    }
                }
            }
            else if (EventSystem.current.currentSelectedGameObject.GetComponent <UI.Slider>() != null)
            {
                currentSlider    = EventSystem.current.currentSelectedGameObject.GetComponent <UI.Slider>();
                currentScrollbar = null;
                if (currentSlider.direction == UI.Slider.Direction.LeftToRight || currentSlider.direction == UI.Slider.Direction.RightToLeft)
                {
                    movementThreshold.x = scrollAmount * 4f;
                    movementThreshold.y = EasyInputHelper.mInstance.requiredSwipeLength;
                }
                else
                {
                    movementThreshold.x = EasyInputHelper.mInstance.requiredSwipeLength;
                    movementThreshold.y = scrollAmount * 4f;
                }
            }
            else
            {
                currentScrollbar    = null;
                currentSlider       = null;
                movementThreshold.x = EasyInputHelper.mInstance.requiredSwipeLength;
                movementThreshold.y = EasyInputHelper.mInstance.requiredSwipeLength;
            }


            //touch (here we're simulating the nice Apple UI with swipe naviagtion)
            //we are essentially going to keep track of the touch and fire off a 1 value only when the swipe
            //threshold has been reached

            if (touchpad.currentTouchPosition != EasyInputConstants.NOT_TOUCHING)
            {
                movement = touchpad.currentTouchPosition - touchpad.originalTouchPosition;

                //horizontal
                if (movement.x > movementThreshold.x * rightStepsFired)
                {
                    movement.x = 1;
                    rightStepsFired++;

                    if (currentScrollbar != null || currentSlider != null)
                    {
                        movement.x       = scrollSpeedMultiplier;
                        rightStepsFired += (scrollSpeedMultiplier - 1);
                    }
                }
                else if (movement.x < -movementThreshold.x * leftStepsFired)
                {
                    movement.x = -1;
                    leftStepsFired++;

                    if (currentScrollbar != null || currentSlider != null)
                    {
                        movement.x      = -scrollSpeedMultiplier;
                        leftStepsFired += (scrollSpeedMultiplier - 1);
                    }
                }
                else
                {
                    movement.x = 0;
                }

                //vertical
                if (movement.y > movementThreshold.y * upStepsFired)
                {
                    movement.y = 1;
                    upStepsFired++;

                    if (currentScrollbar != null || currentSlider != null)
                    {
                        movement.y    = scrollSpeedMultiplier;
                        upStepsFired += (scrollSpeedMultiplier - 1);
                    }
                }
                else if (movement.y < -movementThreshold.y * downStepsFired)
                {
                    movement.y = -1;
                    downStepsFired++;

                    if (currentScrollbar != null || currentSlider != null)
                    {
                        movement.y      = -scrollSpeedMultiplier;
                        downStepsFired += (scrollSpeedMultiplier - 1);
                    }
                }
                else
                {
                    movement.y = 0;
                }
            }

            if (currentScrollbar != null)
            {
                if (currentScrollbar.direction == UI.Scrollbar.Direction.LeftToRight)
                {
                    currentScrollbar.value += scrollAmount * movement.x;
                    movement.x              = 0;
                }
                else if (currentScrollbar.direction == UI.Scrollbar.Direction.RightToLeft)
                {
                    currentScrollbar.value += -scrollAmount * movement.x;
                    movement.x              = 0;
                }
                else if (currentScrollbar.direction == UI.Scrollbar.Direction.TopToBottom)
                {
                    currentScrollbar.value += -scrollAmount * movement.y;
                    movement.y              = 0;
                }
                else if (currentScrollbar.direction == UI.Scrollbar.Direction.BottomToTop)
                {
                    currentScrollbar.value += scrollAmount * movement.y;
                    movement.y              = 0;
                }
            }
            if (currentSlider != null)
            {
                if (currentSlider.direction == UI.Slider.Direction.LeftToRight)
                {
                    currentSlider.value += scrollAmount * movement.x;
                    movement.x           = 0;
                }
                else if (currentSlider.direction == UI.Slider.Direction.RightToLeft)
                {
                    currentSlider.value += -scrollAmount * movement.x;
                    movement.x           = 0;
                }
                else if (currentSlider.direction == UI.Slider.Direction.TopToBottom)
                {
                    currentSlider.value += -scrollAmount * movement.y;
                    movement.y           = 0;
                }
                else if (currentSlider.direction == UI.Slider.Direction.BottomToTop)
                {
                    currentSlider.value += scrollAmount * movement.y;
                    movement.y           = 0;
                }
            }

            var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);

            if (!Mathf.Approximately(axisEventData.moveVector.x, 0f) ||
                !Mathf.Approximately(axisEventData.moveVector.y, 0f))
            {
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
            }
            return(axisEventData.used);
        }
Exemple #3
0
 void SetSoundVolume(UI.Slider slider)
 {
     Util.Statics.soundVolume = slider.value;
 }