SanAndreasUnity/Assets/Scripts/UI/TouchInput.cs

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2019-07-23 23:15:49 +00:00
using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
using UnityEngine.UI;
namespace SanAndreasUnity.UI
{
public class TouchInput : MonoBehaviour
{
public static TouchInput Instance { get; private set; }
Canvas canvas;
GameObject pedMovementInputGo;
Button walkButton, sprintButton, jumpButton, crouchButton, enterButton, aimButton, fireButton, flyButton;
ArrowsMovementButton movementButton;
void Awake ()
{
Instance = this;
// setup references
canvas = this.transform.GetChild(0).GetComponent<Canvas>();
pedMovementInputGo = canvas.transform.GetChild(0).gameObject;
Transform parent = pedMovementInputGo.transform;
walkButton = parent.Find("WalkButton").GetComponent<Button>();
sprintButton = parent.Find("SprintButton").GetComponent<Button>();
jumpButton = parent.Find("JumpButton").GetComponent<Button>();
crouchButton = parent.Find("CrouchButton").GetComponent<Button>();
enterButton = parent.Find("EnterButton").GetComponent<Button>();
aimButton = parent.Find("AimButton").GetComponent<Button>();
fireButton = parent.Find("FireButton").GetComponent<Button>();
flyButton = parent.Find("FlyButton").GetComponent<Button>();
movementButton = parent.Find("MovementButton").GetComponent<ArrowsMovementButton>();
}
void OnLoaderFinished()
{
// assign textures to movement button's arrows
movementButton.leftArrow.texture = HUD.LeftArrowTexture;
movementButton.rightArrow.texture = HUD.RightArrowTexture;
movementButton.upArrow.texture = HUD.DownArrowTexture;
movementButton.downArrow.texture = HUD.UpArrowTexture;
}
void Update()
{
this.ResetCustomInput();
if (!UIManager.Instance.UseTouchInput || !GameManager.CanPlayerReadInput())
{
// we are not using touch input, or we should not read input right now
this.canvas.gameObject.SetActive(false);
return;
}
this.canvas.gameObject.SetActive(true);
// ignore mouse buttons when touch is enabled
CustomInput.Instance.SetButton("LeftClick", false);
if (!CustomInput.Instance.HasButton("RightClick"))
CustomInput.Instance.SetButton("RightClick", false);
CustomInput.Instance.SetButtonDown("LeftClick", false);
CustomInput.Instance.SetButtonDown("RightClick", false);
this.UpdateMovementInput();
}
void ResetCustomInput()
{
var customInput = CustomInput.Instance;
if (!UIManager.Instance.UseTouchInput)
{
// touch input is not used
customInput.ResetAllInput();
return;
}
// preserve input for: walk, sprint, aim
bool isWalkOn = customInput.GetButtonNoDefaultInput("Walk");
bool isSprintOn = customInput.GetButtonNoDefaultInput("Sprint");
bool isAimOn = customInput.GetButtonNoDefaultInput("RightClick");
customInput.ResetAllInput();
customInput.SetButton("Walk", isWalkOn);
customInput.SetButton("Sprint", isSprintOn);
customInput.SetButton("RightClick", isAimOn);
}
void UpdateMovementInput()
{
var customInput = CustomInput.Instance;
// obtain input from movement button
Vector2 input = Vector2.zero;
if (movementButton.IsPointerDown && movementButton.IsPointerInside)
{
input = movementButton.GetMovement();
Debug.LogFormat("pointer is down, input: {0}", input);
}
// set input for vertical and horizontal axis
customInput.SetAxis("Vertical", input.y);
customInput.SetAxis("Horizontal", input.x);
}
}
}