예제 #1
0
    // gets the sprite render, gets manager, gets rigidbody 2d
    public void Start()
    {
        spriteRenderer = GetComponent <SpriteRenderer>();
        timerdone      = gameManager.GetComponent <S_Manager>();
        rb             = GetComponent <Rigidbody2D>();
        bc             = GetComponent <BoxCollider2D>();

        _state = State.On;
    }
 public virtual void Submit_Input()
 {
     if (!isInInertia && !IsSwapping && !IsChangingItem)
     {
         OnClickOnItem.Invoke(CurrentItem.gameObject);           //Invoke OnClick Event on the Controller
         CurrentItem.OnSelected.Invoke();                        //Invoke OnSelected Event on the Item
         S_Manager.SelectItem();
     }
 }
예제 #3
0
    // Start is called before the first frame update
    void Start()
    {
        OCGameBroken = OCGame.GetComponent <OC_Button>();
        SGameBroken  = SGame.GetComponent <S_Manager>();
        AGameBroken  = AGame.GetComponent <ComputerRoomPowerButton>();

        ALightSprite  = ALight.GetComponent <SpriteRenderer>();
        OCLightSprite = OCLight.GetComponent <SpriteRenderer>();
        SLightSprite  = SLight.GetComponent <SpriteRenderer>();
    }
예제 #4
0
        /// <summary>
        ///Drag/Swipe with Mouse/Touch and Action by Click/Tap
        /// </summary>
        protected virtual void SelectionAction()
        {
            CurrentEventData.position = Input.mousePosition;            //Send to the Current Event Data the Mouse Position

            #region Hover && SoloSelection
            if (Hover && SoloSelection)
            {
                List <RaycastResult> results = new List <RaycastResult>();
                EventSystem.current.RaycastAll(CurrentEventData, results); //HERE IS THE MODIfICATION

                if (results.Count > 0)
                {
                    GameObject HitObject = results[0].gameObject;

                    if (HitObject.GetComponentInParent <SelectorManager>() != S_Manager)
                    {
                        return;                                                                 //Its not the same selector Skip All
                    }
                    MItem HitObjectItem = HitObject.GetComponentInParent <MItem>();

                    if (HitItem != HitObjectItem)
                    {
                        HitItem = HitObjectItem;

                        if (HitItem)
                        {
                            int Next = Items.FindIndex(item => item == HitItem);
                            if (IndexSelected != Next)
                            {
                                IndexSelected = Next;

                                if (PreviousItem && !PreviousItem.IsRestoring)
                                {
                                    if (RestoreTransformAnimationC != null)
                                    {
                                        StopCoroutine(RestoreTransformAnimationC);
                                    }
                                    RestoreTransformAnimationC = RestoreTransformAnimation(PreviousItem);
                                    StartCoroutine(RestoreTransformAnimationC);                             //If is not restoring the Previous Item Restore it
                                }
                            }
                            if (MainInputDown)
                            {
                                OnClickOnItem.Invoke(CurrentItem.gameObject);           //Invoke OnClick Event on the Controller
                                //CurrentItem.OnSelected.Invoke();                        //Invoke OnSelected Event on the Item
                                S_Manager.SelectItem();
                            }
                        }
                    }
                }
                //return;  //Skip everything else
            }
            #endregion

            if (MainInputDown)                                          //The moment the mouse/touch start the click/touch
            {
                if (UseSelectionZone)
                {
                    Vector2 NormMousePos = new Vector2(Input.mousePosition.x / Screen.width, Input.mousePosition.y / Screen.height);
                    isInSelectionZone = (ZMinX <= NormMousePos.x && ZMaxX >= NormMousePos.x && ZMinY <= NormMousePos.y && ZMaxY >= NormMousePos.y);
                }

                if (UseSelectionZone && !isInSelectionZone)
                {
                    return;                                             //If Selection Zone is enabled
                }
                DeltaSelectorT.StoreTransform(transform);               //Store the Current Selector Transform Data
                MouseStartPosition = Input.mousePosition;               //Store the mouse/touch start position

                IsSwapping = false;                                     //Set swapping to false

                lastDrag = DeltaSpeed = 0;
                if (CInertia != null)
                {
                    StopCoroutine(CInertia);
                    CheckForWorldRotation();
                    if (isInInertia)
                    {
                        SetNextItemRadial(InertiaLastDrag);
                    }
                }
            }

            if (SoloSelection) //If Solo Selection is active there's no drag so skip the Drag Part
            {
                DeltaMousePos = Vector2.zero;
                goto ReleaseMouse;
            }


            #region DRAG/SWIPE on MOUSE/TOUCH

            if (UseSelectionZone && !isInSelectionZone)
            {
                return;                                                                                     //if Selection zone is enable and the mouse first click was not on the action zone skip
            }
            if (MainInputPress)                                                                             //if we are still touching means that we are dragging/swiping
            {
                DeltaMousePos = (Vector2)(MouseStartPosition - Input.mousePosition);                        //Store the amount of distance travelled sice the first click/touch

                if (!IsSwapping && DeltaMousePos.magnitude > Threshold && DragSpeed != 0 && !SoloSelection) //Find out if is a Swipe/Drag
                {
                    IsSwapping = true;                                                                      //Is a Drag/Swipe!!

                    if (RestoreTransformAnimationC != null)
                    {
                        StopCoroutine(RestoreTransformAnimationC);
                    }
                    RestoreTransformAnimationC = RestoreTransformAnimation(CurrentItem);
                    StartCoroutine(RestoreTransformAnimationC);        //If is not restoring the Previous Item Restore it
                }

                #region Draging and Swapping if Animate Selection is Active

                if (AnimateSelection && IsSwapping && DragSpeed != 0)           //Just Drag if Animate Selection is active
                {
                    float mult = 1000f / Screen.width;                          //This is for forcing to drag the same distance while resising the screen

                    if (AnimateSelectionC != null)
                    {
                        StopCoroutine(AnimateSelectionC);                       //Stop if is in other transition and we are dragging
                        isChangingItem = false;
                    }

                    #region Drag Radial
                    if (S_Editor.SelectorType == SelectorType.Radial)                           //If is a Radial Selector-----------------------------------------------------------
                    {
                        DragDistance = dragHorizontal ? DeltaMousePos.x : DeltaMousePos.y;

                        DragDistance *= Time.fixedDeltaTime * DragSpeed * mult;

                        //Rotate while drag
                        switch (S_Editor.RadialAxis)
                        {
                        case RadialAxis.Up:
                            transform.localEulerAngles = DeltaSelectorT.LocalEulerAngles + new Vector3(0, DragDistance, 0);                 //Rotate  on Y axis the Selector
                            break;

                        case RadialAxis.Right:
                            transform.localEulerAngles = DeltaSelectorT.LocalEulerAngles + new Vector3(DragDistance, 0, 0);                 //Rotate on X axis the Selector This one has probems with gimbal
                            break;

                        case RadialAxis.Forward:
                            transform.localEulerAngles = DeltaSelectorT.LocalEulerAngles + new Vector3(0, 0, DragDistance);                  //Rotate  on Z axis the Selector
                            break;

                        default:
                            break;
                        }

                        if (IsSwapping)
                        {
                            CheckForWorldRotation();                //Align Items to the World if Use World is Active
                        }
                    }
                    #endregion
                    #region Drag Linear
                    else if (S_Editor.SelectorType == SelectorType.Linear)                                  //If is a Linear Selector-----------------------------------------------------------
                    {
                        float magnitude = dragHorizontal ? DeltaMousePos.x : DeltaMousePos.y;

                        DragDistance = -(DeltaSelectorT.LocalPosition - InitialTransform.LocalPosition).magnitude + (-magnitude * DragSpeed * 0.002f) * mult;

                        float maxDistance = -distance * (Items.Count - 1);
                        DragDistance = Mathf.Clamp(DragDistance, maxDistance, 0);

                        transform.localPosition = InitialTransform.LocalPosition + S_Editor.LinearVector * DragDistance;
                    }
                    #endregion
                    #region Drag Grid
                    else if (S_Editor.SelectorType == SelectorType.Grid)
                    {
                        transform.localPosition = GridVector(mult);
                    }
                    #endregion

                    DeltaSpeed = DragDistance - lastDrag != 0 ? DragDistance - lastDrag : DeltaSpeed; //Calculate the Speed
                    lastDrag   = DragDistance;
                }
                #endregion
            }
            #endregion

            #region Release Mouse Click/Touch

ReleaseMouse:

            if (MainInputUp)                              //if is released the Click/Touch───────────────────────────────────────────────────────────────────────────────────────
            {
                IsSwapping = false;                       //Set Swapping to false

                if (DeltaMousePos.magnitude <= Threshold) //if it was a CLICK/TAP and it was not on top a IU Element
                {
                    List <RaycastResult> results = new List <RaycastResult>();
                    EventSystem.current.RaycastAll(CurrentEventData, results);

                    if (results.Count > 0)
                    {
                        MItem HitItem = results[0].gameObject.GetComponentInParent <MItem>();

                        if (HitItem)
                        {
                            if (HitItem.GetComponentInParent <SelectorManager>() != S_Manager)
                            {
                                return;                                                                     //Its not the same Selector
                            }
                            int Next = Items.FindIndex(item => item == HitItem);

                            if (IndexSelected == Next)                                                      //If we Click/Touch the Selected item Invoke |ON CLICK|
                            {
                                OnClickOnItem.Invoke(current.gameObject);                                   //Invoke OnClick Event on the Controller
                                S_Manager.SelectItem();
                            }
                            else                                                                            //If another visible item was touch change to that one;
                            {
                                if (ClickToFocus)
                                {
                                    IndexSelected = Next;                                                   //Focus on the Next Item if lcick to focus is Active
                                }
                            }
                        }
                    }
                    else if (ChangeOnEmptySpace)               // if we did not hit any item the it was a click/touch on Left or Right of the Screen
                    {
                        Vector2 center = new Vector2(Screen.width / 2f, Screen.height / 2f);

                        if ((Input.mousePosition.x < center.x && dragHorizontal) || ((Input.mousePosition.y < center.y && !dragHorizontal)))
                        {
                            SelectNextItem(false);
                        }
                        else
                        {
                            SelectNextItem(true);
                        }
                    }
                }

                else if (DragSpeed != 0)                                         //Else if it was a swipe and swipe is active, average to the nearest item on the camera view
                {
                    if (S_Editor.SelectorType == SelectorType.Radial)            //Circular Selector---------------------------
                    {
                        if (inertia && Mathf.Abs(DeltaSpeed) >= minInertiaSpeed) //Make the Inertia
                        {
                            CInertia = C_InertiaRadial(DeltaSpeed);
                            StartCoroutine(CInertia);
                            return;
                        }
                        else
                        {
                            SetNextItemRadial(DragDistance);
                        }
                    }
                    else if (S_Editor.SelectorType == SelectorType.Linear)                //Linear Selector---------------------------
                    {
                        if (inertia && Mathf.Abs(DeltaSpeed) >= (minInertiaSpeed * 0.1f)) //Make the Inertia
                        {
                            CInertia = C_InertiaLineal(DeltaSpeed);
                            StartCoroutine(CInertia);
                            return;
                        }
                        else
                        {
                            IndexSelected = Mathf.RoundToInt(Mathf.Abs(DragDistance) / distance) % Items.Count;
                        }
                    }
                    else if (S_Editor.SelectorType == SelectorType.Grid)                                       //Grid Selector---------------------------
                    {
                        Vector3 DragMouse = GridVector(1000f / Screen.width) - InitialTransform.LocalPosition; //Get the Position on the Grid

                        int   Next = 0;
                        float mag  = float.MaxValue;

                        for (int i = 0; i < Items.Count; i++)
                        {
                            float currentmag = Mathf.Abs((DragMouse + Items[i].transform.localPosition).magnitude); //Find the nearest item.

                            if (currentmag < mag)
                            {
                                Next = i;
                                mag  = currentmag;
                            }
                        }
                        IndexSelected = Next;       //Set the Focused Item to the next
                    }
                    DragDistance = 0;               //Reset Drag Distance
                }
            }
            #endregion
        }
예제 #5
0
        void Update()
        {
            if (!IsActive)
            {
                return;
            }

            SelectionAction();


            AnimateIdle();

            if (Submit.GetInput)
            {
                if (!isInInertia && !IsSwapping && !IsChangingItem)
                {
                    OnClickOnItem.Invoke(CurrentItem.gameObject);           //Invoke OnClick Event on the Controller
                    CurrentItem.OnSelected.Invoke();                        //Invoke OnSelected Event on the Item
                    S_Manager.SelectItem();
                }
            }

            if (S_Editor.SelectorType != SelectorType.Grid)
            {
                if (ChangeLeft.GetInput || ChangeDown.GetInput)
                {
                    SelectNextItem(false);                                                  //Change to Previous item
                }
                if (ChangeRight.GetInput || ChangeUp.GetInput)
                {
                    SelectNextItem(true);                                                   //Change to Next item
                }
            }
            else
            {
                #region GRID Selection
                int NextItemIndex = IndexSelected;

                int CurrentRow = IndexSelected / S_Editor.Grid;


                if (ChangeLeft.GetInput)                                        //Change Left
                {
                    NextItemIndex--;

                    NextItemIndex = (NextItemIndex % S_Editor.Grid) + (CurrentRow * S_Editor.Grid);

                    if (NextItemIndex >= Items.Count)
                    {
                        NextItemIndex = Items.Count - 1;
                    }
                    if (NextItemIndex < 0)
                    {
                        NextItemIndex = S_Editor.Grid - 1;
                    }
                }
                else if (ChangeRight.GetInput)                                  //Change Right
                {
                    NextItemIndex++;

                    if (NextItemIndex == Items.Count)
                    {
                        NextItemIndex = GridTotal;
                    }

                    NextItemIndex = NextItemIndex % S_Editor.Grid + (CurrentRow * S_Editor.Grid);
                }
                else if (ChangeUp.GetInput)                                     //Change UP
                {
                    NextItemIndex += S_Editor.Grid;

                    if (NextItemIndex >= Items.Count)
                    {
                        NextItemIndex = NextItemIndex % S_Editor.Grid;
                    }
                }
                else if (ChangeDown.GetInput)
                {
                    NextItemIndex -= S_Editor.Grid;

                    if (NextItemIndex < 0)
                    {
                        if (GridTotal + NextItemIndex >= Items.Count)
                        {
                            NextItemIndex -= S_Editor.Grid;
                        }
                        NextItemIndex = GridTotal + NextItemIndex;
                    }
                }

                if (ChangeLeft.GetInput || ChangeDown.GetInput ||
                    ChangeRight.GetInput || ChangeUp.GetInput)
                {
                    SelectNextItem(NextItemIndex);        //Change to Previous item
                }
                #endregion
            }
        }
        void Update()
        {
            if (!IsActive)
            {
                return;
            }

            SelectionAction();
            AnimateIdle();

            if (Submit.GetInput)
            {
                if (!isInInertia && !IsSwapping && !IsChangingItem)
                {
                    OnClickOnItem.Invoke(CurrentItem.gameObject);           //Invoke OnClick Event on the Controller
                    CurrentItem.OnSelected.Invoke();                        //Invoke OnSelected Event on the Item
                    S_Manager.SelectItem();
                }
            }

            if (S_Editor.SelectorType != SelectorType.Grid)
            {
                if (ChangeLeft.GetInput || ChangeDown.GetInput)
                {
                    SelectNextItem(false);                                                  //Change to Previous item
                }
                if (ChangeRight.GetInput || ChangeUp.GetInput)
                {
                    SelectNextItem(true);                                                   //Change to Next item
                }
            }
            else
            {
                #region GRID Selection
                int NextItemIndex = IndexSelected;

                int CurrentRow = IndexSelected / S_Editor.Grid;


                if (ChangeLeft.GetInput)                                        //Change Left
                {
                    NextItemIndex--;

                    NextItemIndex = (NextItemIndex % S_Editor.Grid) + (CurrentRow * S_Editor.Grid);

                    if (NextItemIndex >= Items.Count)
                    {
                        NextItemIndex = Items.Count - 1;
                    }
                    if (NextItemIndex < 0)
                    {
                        NextItemIndex = S_Editor.Grid - 1;
                    }
                }
                else if (ChangeRight.GetInput)                                  //Change Right
                {
                    NextItemIndex++;

                    if (NextItemIndex == Items.Count)
                    {
                        NextItemIndex = GridTotal;
                    }

                    NextItemIndex = NextItemIndex % S_Editor.Grid + (CurrentRow * S_Editor.Grid);
                }
                else if (ChangeUp.GetInput)                                     //Change UP
                {
                    NextItemIndex += S_Editor.Grid;

                    if (NextItemIndex >= Items.Count)
                    {
                        NextItemIndex = NextItemIndex % S_Editor.Grid;
                    }
                }
                else if (ChangeDown.GetInput)
                {
                    NextItemIndex -= S_Editor.Grid;

                    if (NextItemIndex < 0)
                    {
                        if (GridTotal + NextItemIndex >= Items.Count)
                        {
                            NextItemIndex -= S_Editor.Grid;
                        }
                        NextItemIndex = GridTotal + NextItemIndex;
                    }
                }

                if (ChangeLeft.GetInput || ChangeDown.GetInput ||
                    ChangeRight.GetInput || ChangeUp.GetInput)
                {
                    SelectNextItem(NextItemIndex);        //Change to Previous item
                }
                #endregion
            }

            // forcing the selector to center X
            // TODO : not have this be a magic number ( based on the number of columns ...)
            Vector3 forcedXLocation = new Vector3(-2f, transform.localPosition.y, transform.localPosition.z);
            transform.localPosition = forcedXLocation;
        }