mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 04:23:04 +00:00
126 lines
3.4 KiB
C#
126 lines
3.4 KiB
C#
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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