Esempio n. 1
0
    private void SnapToElement(SnapTo snapTo)
    {
        _origin        = horizontal ? this.horizontalScrollbar.value : this.verticalScrollbar.value;
        _snapStartTime = Time.time;
        float prev = Mathf.Floor(_origin * _nbSteps) / _nbSteps;
        float next = Mathf.Ceil(_origin * _nbSteps) / _nbSteps;

        switch (snapTo)
        {
        case SnapTo.Next:
            _target = next;
            break;

        case SnapTo.Previous:
            _target = prev;
            break;

        case SnapTo.Closest:
            if (_origin - prev > next - _origin)
            {
                _target = next;
            }
            else
            {
                _target = prev;
            }
            break;
        }
    }
Esempio n. 2
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    Vector2 RelativePosition(Vector2 pos, SnapTo corner)
    {
        Vector2 r = new Vector2();

        switch (corner)
        {
        case SnapTo.BottomLeft:
        case SnapTo.TopLeft:
            r.x = pos.x;
            break;

        case SnapTo.TopRight:
        case SnapTo.BottomRight:
            r.x = rectTransform.rect.size.x - pos.x;
            break;
        }

        switch (corner)
        {
        case SnapTo.TopLeft:
        case SnapTo.TopRight:
            r.y = rectTransform.rect.size.y - pos.y;
            break;

        case SnapTo.BottomLeft:
        case SnapTo.BottomRight:
            r.y = pos.y;
            break;
        }

        return(r);
    }
Esempio n. 3
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    public override void OnEndDrag(PointerEventData eventData)
    {
        base.OnEndDrag(eventData);
        SnapTo snapTo = SnapTo.Closest;

        if (Time.time - _dragStartTime < 0.2)
        {
            if (horizontal)
            {
                snapTo = eventData.position.x > eventData.pressPosition.x ? SnapTo.Previous : SnapTo.Next;
            }
            else
            {
                snapTo = eventData.position.y > eventData.pressPosition.y ? SnapTo.Previous : SnapTo.Next;
            }
        }
        SnapToElement(snapTo);
    }
Esempio n. 4
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    public GameObject getNearestSnappable()
    {
        DragObject targetScript = target.GetComponent <DragObject>();

        GameObject[] snapToObjects   = GameObject.FindGameObjectsWithTag("snap");
        GameObject   nearestObject   = null;
        double       largestDistance = double.PositiveInfinity;

        //get the nearest snappable object within its threshold
        for (int i = 0; i < snapToObjects.Length; i++)
        {
            GameObject g      = snapToObjects[i];
            SnapTo     gSnap  = g.GetComponent <SnapTo>();
            Vector2    newPos = gameObject.transform.position;

            //if the target wants to snap to the bottom, calculate distance based on the bottom of the sprite
            //so it'll feel more accurate to the player
            if (gSnap.snapBottom)
            {
                SpriteRenderer spr = gameObject.GetComponent <SpriteRenderer>();
                newPos = new Vector2(gameObject.transform.position.x, spr.bounds.min.y);
            }

            //check this.threshold and the other object's threshold to find the closest
            float d = GetDistance(newPos, g.transform.position);

            //various error checking
            if ((d < threshold || d < g.GetComponent <SnapTo>().threshold) &&
                d < largestDistance &&
                (!targetScript.snapExclusive || targetScript.snapToNameTag.Contains(g.name) || targetScript.snapToNameTag.Contains(g.tag)) &&
                g != gameObject &&
                g != target &&
                g != null &&
                (!gSnap.exclusive || gSnap.acceptNameTag.Contains(target.name) || gSnap.acceptNameTag.Contains(target.tag)) &&
                !gSnap.holdingObject)
            {
                nearestObject = g;
            }
        }
        return(nearestObject);
    }
Esempio n. 5
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        void UpdateSnapping(ref State updateState)
        {
            // Check where to snap to
            if ((teleportOnNextSnap == false) && (IsSnappedToContent == false))
            {
                // Move to the closest object
                if (horizontal == true)
                {
                    horizontalNormalizedPosition = Mathf.SmoothDamp(horizontalNormalizedPosition, SnapTo.HorizontalRatio(numberOfSnappingPoints.Horizontal), ref horizontalSpeed, elasticity);
                }
                if (vertical == true)
                {
                    verticalNormalizedPosition = Mathf.SmoothDamp(verticalNormalizedPosition, SnapTo.VerticalRatio(numberOfSnappingPoints.Vertical), ref verticalSpeed, elasticity);
                }
            }
            else
            {
                // Move to the closest object
                if (horizontal == true)
                {
                    horizontalNormalizedPosition = SnapTo.HorizontalRatio(numberOfSnappingPoints.Horizontal);
                }
                if (vertical == true)
                {
                    verticalNormalizedPosition = SnapTo.VerticalRatio(numberOfSnappingPoints.Vertical);
                }

                // Update flags
                horizontalSpeed    = 0;
                verticalSpeed      = 0;
                teleportOnNextSnap = false;
                updateState        = State.Still;

                // Run content changed event
                if (OnClosestContentChanged != null)
                {
                    UpdateContentChanged();
                }
            }
        }
Esempio n. 6
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    //Drag the object
    public void OnMouseDown()
    {
        if (locked)
        {
            return;
        }

        //this is for when the object's parent should be dragged instead
        targetScript         = target.GetComponent <DragObject>();
        targetScript.dragged = true;
        //if it's draggable
        if (draggable)
        {
            target = this.gameObject;
        }
        //if not, if it has a draggable parent
        else if (gameObject.transform.parent != null &&
                 gameObject.transform.parent.gameObject.GetComponent <DragObject>() != null &&
                 !draggable)
        {
            target = gameObject.transform.parent.gameObject;
        }
        //so if it's not and neither is the parent
        else
        {
        }

        //keep track of snapped object
        if (targetScript.snappedObject != null)
        {
            SnapTo snappedTo = targetScript.snappedObject.GetComponent <SnapTo>();
            snappedTo.holdingObject = false;
            snappedObject           = null;
        }
        screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
        offset      = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
    }
Esempio n. 7
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    void OnGUI()
    {
        EditorGUILayout.LabelField("Duplicate Special", EditorStyles.boldLabel);
        around = ( SnapTo )EditorGUILayout.EnumPopup("Operation", around);

        EditorGUI.BeginChangeCheck();
        space              = ( Space )EditorGUILayout.EnumPopup("Space", space);
        dir                = ( Direction )EditorGUILayout.EnumPopup("Direction", dir);
        useEpsilon         = EditorGUILayout.Toggle("Use Epsilon", useEpsilon);
        randomizeYRotation = EditorGUILayout.Toggle("Randomize Y Rotation", randomizeYRotation);
        randomizeScale     = EditorGUILayout.Toggle("Randomize Scale", randomizeScale);
        randomizeSpacing   = EditorGUILayout.Toggle("Randomize Spacing", randomizeSpacing);
        if (randomizeSpacing)
        {
            radius = EditorGUILayout.FloatField("Radius", radius);
        }
        else
        {
            radius = 0;
        }

        if (EditorGUI.EndChangeCheck())
        {
            SceneView.RepaintAll();
        }

        count = EditorGUILayout.IntField("Count", count);

        if (GUILayout.Button("Duplicate"))
        {
            if (Selection.activeGameObject)
            {
                instantiatedObjects.Clear();
                Transform selection = Selection.activeGameObject.transform;
                referenceObject = selection.gameObject;

                if (space == Space.Global)
                {
                    int index = Mathf.Abs(( int )dir);

                    Vector3 vDir = indexToDirection(index);
                    bounds = new Bounds(selection.position, Vector3.zero);
                    MeshRenderer [] renderers = selection.GetComponentsInChildren <MeshRenderer>();
                    foreach (var renderer in renderers)
                    {
                        bounds.Encapsulate(renderer.bounds);
                    }
                    float f = bounds.extents [Mathf.Abs(( int )dir) - 1] * 2;

                    if (useEpsilon)
                    {
                        f -= Mathf.Epsilon;
                    }

                    for (int i = 1; i <= count; i++)
                    {
                        Vector3    position = selection.position + vDir * f * i;
                        Quaternion rotation = selection.rotation;
                        Vector3    scale    = selection.localScale;

                        if (randomizeSpacing)
                        {
                            position = selection.position + vDir * i * radius;
                            Vector2 rndCircle = UnityEngine.Random.insideUnitCircle * radius * .5f;
                            position += new Vector3(rndCircle.x, 0f, rndCircle.y);
                        }

                        if (randomizeYRotation)
                        {
                            rotation = Quaternion.AngleAxis(UnityEngine.Random.value * 360f, Vector3.up) * Quaternion.AngleAxis(UnityEngine.Random.value * 10f, Vector3.right) * Quaternion.AngleAxis(UnityEngine.Random.value * 10f, Vector3.forward);
                        }
                        if (randomizeScale)
                        {
                            scale = new Vector3(UnityEngine.Random.Range(1f, 1.5f), UnityEngine.Random.Range(1f, 1.5f), UnityEngine.Random.Range(1f, 1.5f));
                        }

                        if (PrefabUtility.IsPartOfAnyPrefab(selection.gameObject))
                        {
                            GameObject go = ( GameObject )PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath(
                                                                                              PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(Selection.activeObject), typeof(GameObject)), selection.parent);
                            go.transform.position   = position;
                            go.transform.rotation   = rotation;
                            go.transform.localScale = scale;
                            instantiatedObjects.Add(go);
                        }
                        else
                        {
                            GameObject go = Instantiate(selection.gameObject, position, rotation);
                            go.transform.SetParent(selection.parent, true);
                            go.transform.localScale = scale;
                            instantiatedObjects.Add(go);
                        }
                    }
                }
                else if (space == Space.Local)
                {
                }
            }
            else
            {
                Debug.LogError("DuplicateSpecial : Selected object is null.");
            }
        }

        if (GUILayout.Button("Undo"))
        {
            instantiatedObjects.ForEach(x => UnityEngine.Object.DestroyImmediate(x));
        }
    }
Esempio n. 8
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    public void SnapTo(GameObject nearestObject)
    {
        //else, continue as normal
        snappedOnce = true;
        targetScript.snappedObject = nearestObject;
        SnapTo snappedTo = nearestObject.GetComponent <SnapTo>();

        //future proof :^)
        snappedTo.Accept(target);
        if (snappedTo.destroyOnSnap)
        {
            return;
        }

        //try to nest them for moving and remove the drag ability (optional)
        if (targetScript.snappedObject.transform.parent != null)
        {
            target.transform.parent = targetScript.snappedObject.transform.parent;
        }
        //otherwise, just nest directly to the parent
        else
        {
            target.transform.parent = targetScript.snappedObject.transform;
        }

        spr = target.GetComponent <SpriteRenderer>();

        //snap to the bottom
        if (snappedTo.snapBottom)
        {
            float xPos    = nearestObject.transform.position.x;
            float bottomY = nearestObject.transform.position.y -
                            nearestObject.GetComponent <SpriteRenderer>().sprite.bounds.extents.y;
            float offset = spr.bounds.extents.y;
            float yPos   = bottomY + offset;
            target.transform.position = new Vector2(xPos, yPos);
        }
        else
        //or just the target transform
        {
            target.transform.Translate(nearestObject.transform.position.x - target.transform.position.x, nearestObject.transform.position.y - target.transform.position.y, 0);
        }
        //edit the snapped object properties
        nearestObject.GetComponent <SnapTo>().holdingObject = true;


        if (lockOnSnap)
        {
            draggable = false;             //now if this is dragged it'll drag the parent
        }
        //update the drag target
        //if it's draggable
        //make the target the parent on mouseUp for highlighting fixes
        if (gameObject.transform.parent != null &&
            gameObject.transform.parent.gameObject.GetComponent <DragObject>() != null)
        {
            target = gameObject.transform.parent.gameObject; //THIS FIXES THE HIGHLIGHT ISSUE FOR SOME REASON
        }
        else if (draggable)
        {
            target = gameObject;
        }
        //if not, if it has a draggable parent
        else if (gameObject.transform.parent != null &&
                 gameObject.transform.parent.gameObject.GetComponent <DragObject>() != null &&
                 !draggable)
        {
            target = gameObject.transform.parent.gameObject;
        }

        lastSnappedTo = nearestObject;
    }