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https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 12:03:04 +00:00
implement movement button with arrows
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15ddef4cfd
commit
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8 changed files with 289 additions and 1 deletions
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@ -2469,6 +2469,7 @@ GameObject:
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- component: {fileID: 4551117954529856185}
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m_Layer: 0
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m_Name: MovementButton
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m_TagString: Untagged
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@ -2579,6 +2580,22 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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m_Name:
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leftArrow: {fileID: 1126114949254154696}
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rightArrow: {fileID: 8882690897287738119}
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upArrow: {fileID: 2109694461557635166}
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downArrow: {fileID: 833226323754409474}
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@ -2746,6 +2763,7 @@ GameObject:
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m_Layer: 0
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m_Name: TouchInput
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m_TagString: Untagged
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@ -2768,6 +2786,18 @@ Transform:
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--- !u!1 &5220313559694819154
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GameObject:
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m_ObjectHideFlags: 0
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@ -273,6 +273,8 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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public virtual void OnDrawHUD()
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{
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return;
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if (!UIManager.Instance.UseTouchInput || !GameManager.CanPlayerReadInput())
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{
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// we are not using touch input, or we should not read input right now
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126
Assets/Scripts/UI/TouchInput.cs
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126
Assets/Scripts/UI/TouchInput.cs
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@ -0,0 +1,126 @@
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using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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using UnityEngine.UI;
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namespace SanAndreasUnity.UI
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{
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public class TouchInput : MonoBehaviour
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{
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public static TouchInput Instance { get; private set; }
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Canvas canvas;
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GameObject pedMovementInputGo;
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Button walkButton, sprintButton, jumpButton, crouchButton, enterButton, aimButton, fireButton, flyButton;
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ArrowsMovementButton movementButton;
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void Awake ()
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{
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Instance = this;
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// setup references
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canvas = this.transform.GetChild(0).GetComponent<Canvas>();
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pedMovementInputGo = canvas.transform.GetChild(0).gameObject;
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Transform parent = pedMovementInputGo.transform;
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walkButton = parent.Find("WalkButton").GetComponent<Button>();
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sprintButton = parent.Find("SprintButton").GetComponent<Button>();
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jumpButton = parent.Find("JumpButton").GetComponent<Button>();
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crouchButton = parent.Find("CrouchButton").GetComponent<Button>();
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enterButton = parent.Find("EnterButton").GetComponent<Button>();
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aimButton = parent.Find("AimButton").GetComponent<Button>();
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fireButton = parent.Find("FireButton").GetComponent<Button>();
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flyButton = parent.Find("FlyButton").GetComponent<Button>();
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movementButton = parent.Find("MovementButton").GetComponent<ArrowsMovementButton>();
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}
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void OnLoaderFinished()
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{
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// assign textures to movement button's arrows
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movementButton.leftArrow.texture = HUD.LeftArrowTexture;
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movementButton.rightArrow.texture = HUD.RightArrowTexture;
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movementButton.upArrow.texture = HUD.DownArrowTexture;
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movementButton.downArrow.texture = HUD.UpArrowTexture;
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}
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void Update()
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{
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this.ResetCustomInput();
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if (!UIManager.Instance.UseTouchInput || !GameManager.CanPlayerReadInput())
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{
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// we are not using touch input, or we should not read input right now
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this.canvas.gameObject.SetActive(false);
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return;
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}
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this.canvas.gameObject.SetActive(true);
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// ignore mouse buttons when touch is enabled
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CustomInput.Instance.SetButton("LeftClick", false);
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if (!CustomInput.Instance.HasButton("RightClick"))
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CustomInput.Instance.SetButton("RightClick", false);
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CustomInput.Instance.SetButtonDown("LeftClick", false);
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CustomInput.Instance.SetButtonDown("RightClick", false);
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this.UpdateMovementInput();
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}
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void ResetCustomInput()
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{
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var customInput = CustomInput.Instance;
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if (!UIManager.Instance.UseTouchInput)
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{
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// touch input is not used
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customInput.ResetAllInput();
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return;
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}
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// preserve input for: walk, sprint, aim
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bool isWalkOn = customInput.GetButtonNoDefaultInput("Walk");
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bool isSprintOn = customInput.GetButtonNoDefaultInput("Sprint");
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bool isAimOn = customInput.GetButtonNoDefaultInput("RightClick");
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customInput.ResetAllInput();
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customInput.SetButton("Walk", isWalkOn);
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customInput.SetButton("Sprint", isSprintOn);
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customInput.SetButton("RightClick", isAimOn);
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}
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void UpdateMovementInput()
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{
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var customInput = CustomInput.Instance;
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// obtain input from movement button
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Vector2 input = Vector2.zero;
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if (movementButton.IsPointerDown && movementButton.IsPointerInside)
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{
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input = movementButton.GetMovement();
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Debug.LogFormat("pointer is down, input: {0}", input);
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}
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// set input for vertical and horizontal axis
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customInput.SetAxis("Vertical", input.y);
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customInput.SetAxis("Horizontal", input.x);
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}
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}
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}
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11
Assets/Scripts/UI/TouchInput.cs.meta
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11
Assets/Scripts/UI/TouchInput.cs.meta
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@ -14,6 +14,11 @@ namespace SanAndreasUnity.Utilities
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//Static class with extra functions
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public static class F
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{
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private static Vector3[] m_fourCornersArray = new Vector3[4];
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//Returns the number with the greatest absolute value
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public static float MaxAbs(params float[] nums)
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{
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@ -734,6 +739,32 @@ namespace SanAndreasUnity.Utilities
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return new Rect (center - size / 2.0f, size);
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}
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public static Rect GetRect (this RectTransform rectTransform)
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{
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Vector3[] localCorners = m_fourCornersArray;
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rectTransform.GetLocalCorners (localCorners);
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float xMin = float.PositiveInfinity, yMin = float.PositiveInfinity;
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float xMax = float.NegativeInfinity, yMax = float.NegativeInfinity;
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for (int i = 0; i < localCorners.Length; i++) {
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Vector3 corner = localCorners [i];
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if (corner.x < xMin)
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xMin = corner.x;
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else if (corner.x > xMax)
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xMax = corner.x;
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if (corner.y < yMin)
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yMin = corner.y;
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else if (corner.y > yMax)
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yMax = corner.y;
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}
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return new Rect (xMin, yMin, xMax - xMin, yMax - yMin);
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}
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public static Texture2D CreateTexture (int width, int height, Color color) {
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Color[] pixels = new Color[width * height];
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77
Assets/Scripts/Utilities/UI/ArrowsMovementButton.cs
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77
Assets/Scripts/Utilities/UI/ArrowsMovementButton.cs
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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namespace SanAndreasUnity.Utilities
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{
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public class ArrowsMovementButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
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{
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public RawImage leftArrow, rightArrow, upArrow, downArrow;
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bool m_isPointerDown = false;
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public bool IsPointerDown => m_isPointerDown;
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public bool IsPointerInside { get; private set; } = false;
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void Awake()
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{
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// setup references
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// leftArrow = this.transform.FindChild("LeftArrow").GetComponent<RawImage>();
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// rightArrow = this.transform.FindChild("RightArrow").GetComponent<RawImage>();
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// upArrow = this.transform.FindChild("UpArrow").GetComponent<RawImage>();
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// downArrow = this.transform.FindChild("DownArrow").GetComponent<RawImage>();
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}
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void OnDisable()
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{
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m_isPointerDown = false;
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this.IsPointerInside = false;
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}
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public void OnPointerDown(PointerEventData pointerEventData)
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{
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Debug.Log(name + " Click in Progress");
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m_isPointerDown = true;
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}
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public void OnPointerUp(PointerEventData pointerEventData)
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{
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Debug.Log(name + "No longer being clicked");
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m_isPointerDown = false;
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}
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public void OnPointerEnter(PointerEventData pointerEventData)
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{
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this.IsPointerInside = true;
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}
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public void OnPointerExit(PointerEventData pointerEventData)
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{
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this.IsPointerInside = false;
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}
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public Vector2 GetMovement()
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{
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if (!m_isPointerDown || !this.IsPointerInside)
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return Vector2.zero;
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Vector2 mousePos = Input.mousePosition;
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Vector2 localPoint = Vector2.zero;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(this.transform as RectTransform, mousePos, null, out localPoint))
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return Vector2.zero;
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Vector2 diff = localPoint;
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Debug.LogFormat("mousePos: {0}, diff: {1}", mousePos, diff);
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if (diff.sqrMagnitude < float.Epsilon)
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return Vector2.zero;
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return diff.normalized;
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}
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}
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}
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11
Assets/Scripts/Utilities/UI/ArrowsMovementButton.cs.meta
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11
Assets/Scripts/Utilities/UI/ArrowsMovementButton.cs.meta
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@ -27,7 +27,7 @@
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- Chat
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- Android: HUD must run before other UI scripts ; add perms for read/write access to storage ; forbid screen rotation ; disable left and right mouse click ; vehicle touch input: forward, backward, handbrake, left & right ; weapon switching buttons ; circular button for movement ; lock cursor when testing finishes ; must use new UI system ;
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- Android: HUD must run before other UI scripts ; add perms for read/write access to storage ; forbid screen rotation ; disable left and right mouse click ; vehicle touch input: forward, backward, handbrake, left & right ; weapon switching buttons ; circular button for movement ; lock cursor when testing finishes ; must use new UI system ; don't report mouse move input while movement button is being pressed ; remove HUD code from state class ;
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- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
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