Exemplo n.º 1
0
 // -----------------------
 //! Get curent transformed vector in given clamp mode.
 // -----------------------
 public Vector2 GetVectorEx(bool squareMode)
 {
     if ((this.config.clampMode == JoystickConfig.ClampMode.Square) == squareMode)
     {
         return(this.GetVector());
     }
     else
     {
         return(squareMode ? CFUtils.CircularToSquareJoystickVec(this.GetVector()) : CFUtils.SquareToCircularJoystickVec(this.GetVector()));
     }
 }
Exemplo n.º 2
0
        // -------------------
        public void ApplyClampedVec(Vector2 v, JoystickConfig.ClampMode clampMode)
        {
            if (clampMode != this.config.clampMode)
            {
                if (this.config.clampMode == JoystickConfig.ClampMode.Circle)
                {
                    v = CFUtils.SquareToCircularJoystickVec(v);
                }
                else
                {
                    v = CFUtils.CircularToSquareJoystickVec(v);
                }
            }

            this.nextFramePos.x = CFUtils.ApplyDeltaInput(this.nextFramePos.x, v.x);
            this.nextFramePos.y = CFUtils.ApplyDeltaInput(this.nextFramePos.y, v.y);
        }
Exemplo n.º 3
0
        // ------------------
        public void Update()
        {
            // Combine digital and analog input...

            Dir digiInputDir = CFUtils.DigitalToDir(this.nextFrameDigiU, this.nextFrameDigiR, this.nextFrameDigiD, this.nextFrameDigiL);

            this.digiInputAnalogVecCur = this.config.AnimateDirToAnalogVec(this.digiInputAnalogVecCur, digiInputDir);


            this.posRaw.x = CFUtils.ApplyDeltaInput(this.nextFramePos.x, this.digiInputAnalogVecCur.x);
            this.posRaw.y = CFUtils.ApplyDeltaInput(this.nextFramePos.y, this.digiInputAnalogVecCur.y);


            this.nextFramePos   = Vector2.zero;
            this.nextFrameDigiU = false;
            this.nextFrameDigiR = false;
            this.nextFrameDigiD = false;
            this.nextFrameDigiL = false;



            // Process input...

            if (this.config.blockX)
            {
                this.posRaw.x = 0;
            }
            if (this.config.blockY)
            {
                this.posRaw.y = 0;
            }


            Vector2 unclampedPos = this.posRaw;

            this.posRaw = this.config.ClampNormalizedPos(this.posRaw);

            float tiltRaw  = this.posRaw.magnitude;
            float angleRaw = this.safeAngle;

            if (this.posRaw.sqrMagnitude < MIN_SAFE_TILT_SQ)
            {
                tiltRaw   = 0;
                this.tilt = 0;
            }
            else
            {
                this.normDir = this.posRaw.normalized;
                this.tilt    = tiltRaw;
                angleRaw     = Mathf.Atan2(this.normDir.x, this.normDir.y) * Mathf.Rad2Deg;
                angleRaw     = CFUtils.NormalizeAnglePositive(angleRaw);
            }

            // Get digital state...


            Dir
                curDir4 = this.GetDir4(),
                curDir8 = this.GetDir8();


            float
                dist4 = tiltRaw,
                dist8 = tiltRaw;


            // Use different tilt calculation mode...

            if (this.config.digitalDetectionMode == JoystickConfig.DigitalDetectionMode.Touch)
            {
                dist4 = Mathf.Max(Mathf.Abs(unclampedPos.x), Mathf.Abs(unclampedPos.y));

                dist8 = dist4;
                dist8 = Mathf.Max(dist8, Mathf.Abs(((CFUtils.OneOverSqrtOf2 * unclampedPos.x) + (CFUtils.OneOverSqrtOf2 * unclampedPos.y))));
                dist8 = Mathf.Max(dist8, Mathf.Abs(((CFUtils.OneOverSqrtOf2 * unclampedPos.x) - (CFUtils.OneOverSqrtOf2 * unclampedPos.y))));
            }



            if (tiltRaw < 0.001f)
            {
                this.dirLastNonNeutral4 = this.dirLastNonNeutral8 = Dir.N;
            }



            curDir4 =
                (dist4 > this.config.digitalEnterThresh) ? CFUtils.DirFromAngleEx(angleRaw, false, this.dirLastNonNeutral4, this.config.angularMagnet) :
                (dist4 > this.config.digitalLeaveThresh) ? curDir4 : Dir.N;


            curDir8 =
                (dist8 > this.config.digitalEnterThresh) ? CFUtils.DirFromAngleEx(angleRaw, true, this.dirLastNonNeutral8, this.config.angularMagnet) :
                (dist8 > this.config.digitalLeaveThresh) ? curDir8 : Dir.N;



            if (curDir4 != Dir.N)
            {
                this.dirLastNonNeutral4 = curDir4;
            }
            if (curDir8 != Dir.N)
            {
                this.dirLastNonNeutral8 = curDir8;
            }



            this.dirState.BeginFrame();
            this.dirState4.BeginFrame();
            this.dirState8.BeginFrame();


            this.dirState4.SetDir(curDir4, this.config.originalDirResetMode);
            this.dirState8.SetDir(curDir8, this.config.originalDirResetMode);
            this.dirState.SetDir((this.config.stickMode == JoystickConfig.StickMode.Digital4) ? this.GetDir4() : this.GetDir8(),
                                 this.config.originalDirResetMode);


            switch (this.config.stickMode)
            {
            case JoystickConfig.StickMode.Analog:

                this.angle = angleRaw;

                if (this.config.perAxisDeadzones)
                {
                    this.pos.x = this.config.GetAnalogVal(this.posRaw.x);
                    this.pos.y = this.config.GetAnalogVal(this.posRaw.y);
                    this.tilt  = this.pos.magnitude;
                }
                else
                {
                    this.tilt = this.config.GetAnalogVal(tiltRaw);
                    this.pos  = this.normDir * this.tilt;

                    if (this.config.clampMode == JoystickConfig.ClampMode.Square)
                    {
                        this.pos = CFUtils.CircularToSquareJoystickVec(this.pos);
                    }
                }

                break;

            case JoystickConfig.StickMode.Digital4:
            case JoystickConfig.StickMode.Digital8:

                this.pos   = CFUtils.DirToVector(this.GetDir(), (this.config.clampMode == JoystickConfig.ClampMode.Circle));
                this.angle = CFUtils.DirToAngle(this.GetDir());
                this.tilt  = (this.GetDir() == Dir.N) ? 0 : 1;

                if (this.GetDir() != Dir.N)
                {
                    this.normDir = this.pos.normalized;
                }

                break;
            }



            this.safeAngle = this.angle;
        }