SanAndreasUnity/Assets/Scripts/UI/TouchInput.cs
2020-05-31 19:09:48 +02:00

319 lines
11 KiB
C#

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; }
public Canvas canvas;
public GameObject panel;
public GameObject pedMovementInputGo, vehicleInputGo;
Button walkButton, sprintButton, jumpButton, crouchButton, enterButton, aimButton, fireButton, flyButton,
exitVehicleButton, nextWeaponButton, previousWeaponButton;
UIEventsPickup jumpButtonEventsPickup, fireButtonEventsPickup, handbrakePickup, backwardVehiclePickup, forwardVehiclePickup, panelPickup;
Text walkButtonText, sprintButtonText, aimButtonText, jumpButtonText, fireButtonText;
ArrowsMovementButton movementButton, turnVehicleButton;
bool m_walkPressed, m_sprintPressed, m_aimPressed, m_crouchPressed, m_enterPressed, m_flyPressed, m_exitVehiclePressed,
m_nextWeaponPressed, m_previousWeaponPressed;
public Color activeButtonColor = Color.blue;
public Color inactiveButtonColor = Color.black;
public float vehicleTurnMultiplier = 1.5f;
//List<Vector2> m_panelDeltas = new List<Vector2>();
Vector2 m_panelDeltasSum = Vector2.zero;
public float touchPointerSensitivity = 1f;
void Awake ()
{
Instance = this;
// setup references
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>();
nextWeaponButton = parent.Find("NextWeaponButton").GetComponent<Button>();
previousWeaponButton = parent.Find("PreviousWeaponButton").GetComponent<Button>();
movementButton = parent.Find("MovementButton").GetComponent<ArrowsMovementButton>();
parent = vehicleInputGo.transform;
exitVehicleButton = parent.Find("ExitButton").GetComponent<Button>();
turnVehicleButton = parent.Find("TurnButton").GetComponent<ArrowsMovementButton>();
// repeat buttons: handbrake, backward, forward
handbrakePickup = parent.Find("HandbrakeButton").gameObject.GetOrAddComponent<UIEventsPickup>();
backwardVehiclePickup = parent.Find("BackwardButton").gameObject.GetOrAddComponent<UIEventsPickup>();
forwardVehiclePickup = parent.Find("ForwardButton").gameObject.GetOrAddComponent<UIEventsPickup>();
// repeat buttons: jump, fire
jumpButtonEventsPickup = jumpButton.gameObject.GetOrAddComponent<UIEventsPickup>();
fireButtonEventsPickup = fireButton.gameObject.GetOrAddComponent<UIEventsPickup>();
// panel
panelPickup = this.panel.GetOrAddComponent<UIEventsPickup>();
// text components
walkButtonText = walkButton.GetComponentInChildren<Text>();
sprintButtonText = sprintButton.GetComponentInChildren<Text>();
aimButtonText = aimButton.GetComponentInChildren<Text>();
jumpButtonText = jumpButton.GetComponentInChildren<Text>();
fireButtonText = fireButton.GetComponentInChildren<Text>();
// setup event handlers
// note: for this to work properly, EventSystem.Update() must run before our Update()
// toggle buttons
walkButton.onClick.AddListener( () => m_walkPressed = true );
sprintButton.onClick.AddListener( () => m_sprintPressed = true );
aimButton.onClick.AddListener( () => m_aimPressed = true );
// click buttons: crouch, enter, fly, exit vehicle, next weapon, previous weapon
crouchButton.onClick.AddListener( () => m_crouchPressed = true );
enterButton.onClick.AddListener( () => m_enterPressed = true );
flyButton.onClick.AddListener( () => m_flyPressed = true );
exitVehicleButton.onClick.AddListener( () => m_exitVehiclePressed = true );
nextWeaponButton.onClick.AddListener( () => m_nextWeaponPressed = true );
previousWeaponButton.onClick.AddListener( () => m_previousWeaponPressed = true );
// panel
panelPickup.onDrag += (eventData) => this.OnPanelDrag(eventData);
}
void OnLoaderFinished()
{
// assign textures to movement buttons' arrows
movementButton.leftArrow.texture = HUD.LeftArrowTexture;
movementButton.rightArrow.texture = HUD.RightArrowTexture;
movementButton.upArrow.texture = HUD.DownArrowTexture;
movementButton.downArrow.texture = HUD.UpArrowTexture;
turnVehicleButton.leftArrow.texture = HUD.LeftArrowTexture;
turnVehicleButton.rightArrow.texture = HUD.RightArrowTexture;
}
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);
var customInput = CustomInput.Instance;
// ignore mouse buttons when touch is enabled
customInput.SetButton("LeftClick", false);
if (!customInput.HasButton("RightClick"))
customInput.SetButton("RightClick", false);
customInput.SetButtonDown("LeftClick", false);
customInput.SetButtonDown("RightClick", false);
Ped ped = Ped.Instance;
if (ped != null)
{
if (ped.IsDrivingVehicle)
{
pedMovementInputGo.SetActive(false);
vehicleInputGo.SetActive(true);
this.UpdateVehicleMovementInput();
}
else
{
pedMovementInputGo.SetActive(true);
vehicleInputGo.SetActive(false);
this.UpdatePedMovementInput();
}
this.UpdateActionsInput();
}
else
{
pedMovementInputGo.SetActive(false);
vehicleInputGo.SetActive(false);
}
// set mouse move input based on panel drag events
this.ResetMouseMoveInput();
customInput.SetAxis("Mouse X", m_panelDeltasSum.x / Screen.width * this.touchPointerSensitivity * GameManager.Instance.cursorSensitivity.x);
customInput.SetAxis("Mouse Y", m_panelDeltasSum.y / Screen.height * this.touchPointerSensitivity * GameManager.Instance.cursorSensitivity.y);
// reset deltas sum
m_panelDeltasSum = Vector2.zero;
}
void ResetCustomInput()
{
var customInput = CustomInput.Instance;
if (!UIManager.Instance.UseTouchInput)
{
// touch input is not used
customInput.ResetAllInput();
return;
}
// preserve input for toggle buttons: 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 UpdatePedMovementInput()
{
// obtain input from arrow button
this.UpdateMovementInput(movementButton, movementButton.GetMovement());
}
void UpdateVehicleMovementInput()
{
var customInput = CustomInput.Instance;
// obtain input from arrow button
Vector2 input = turnVehicleButton.GetMovementPercentage();
// ignore y axis
input.y = 0;
// now input has only x value between -1 and 1
// apply multiplier
input.x *= this.vehicleTurnMultiplier;
// clamp between -1 and 1
input.x = Mathf.Clamp(input.x, -1f, 1f);
this.UpdateMovementInput(turnVehicleButton, input);
// get status of backward and forward buttons
bool isBackwardOn = backwardVehiclePickup.IsPointerInside && backwardVehiclePickup.IsPointerDown;
bool isForwardOn = forwardVehiclePickup.IsPointerInside && forwardVehiclePickup.IsPointerDown;
if (isBackwardOn || isForwardOn)
customInput.SetAxis("Vertical", isForwardOn ? 1.0f : -1.0f);
}
void UpdateMovementInput(ArrowsMovementButton arrowButton, Vector2 input)
{
if (arrowButton.IsPointerDown && arrowButton.IsPointerInside)
{
// ignore mouse move input while arrow button is pressed
this.ResetMouseMoveInput();
}
this.SetMovementAxesInput(input);
}
void ResetMouseMoveInput()
{
var customInput = CustomInput.Instance;
customInput.SetAxis("Mouse X", 0);
customInput.SetAxis("Mouse Y", 0);
customInput.SetAxis("Joystick X", 0);
customInput.SetAxis("Joystick Y", 0);
}
void SetMovementAxesInput(Vector2 input)
{
var customInput = CustomInput.Instance;
customInput.SetAxis("Vertical", input.y);
customInput.SetAxis("Horizontal", input.x);
}
void UpdateActionsInput()
{
var customInput = CustomInput.Instance;
// get status of jump & fire repeat butons
bool isJumpOn = jumpButtonEventsPickup.IsPointerInside && jumpButtonEventsPickup.IsPointerDown;
bool isFireOn = fireButtonEventsPickup.IsPointerInside && fireButtonEventsPickup.IsPointerDown;
customInput.SetButton("Jump", isJumpOn);
customInput.SetButton("LeftClick", isFireOn);
// get status of handbrake
bool isHandbrakeOn = handbrakePickup.IsPointerInside && handbrakePickup.IsPointerDown;
customInput.SetButton("Brake", isHandbrakeOn);
// process click events
if (m_walkPressed)
customInput.SetButton("Walk", ! customInput.GetButton("Walk"));
if (m_sprintPressed)
customInput.SetButton("Sprint", ! customInput.GetButton("Sprint"));
if (m_aimPressed)
customInput.SetButton("RightClick", ! customInput.GetButton("RightClick"));
if (m_crouchPressed)
customInput.SetKeyDown(KeyCode.C, true);
if (m_enterPressed)
customInput.SetButtonDown("Use", true);
if (m_flyPressed)
customInput.SetKeyDown(KeyCode.T, true);
if (m_exitVehiclePressed)
customInput.SetButtonDown("Use", true);
if (m_nextWeaponPressed)
customInput.SetKeyDown (KeyCode.E, true);
if (m_previousWeaponPressed)
customInput.SetKeyDown (KeyCode.Q, true);
m_walkPressed = m_sprintPressed = m_aimPressed = m_crouchPressed = m_enterPressed = m_flyPressed =
m_exitVehiclePressed = m_nextWeaponPressed = m_previousWeaponPressed = false;
// set color of toggle & repeat buttons
jumpButtonText.color = isJumpOn ? this.activeButtonColor : this.inactiveButtonColor;
fireButtonText.color = isFireOn ? this.activeButtonColor : this.inactiveButtonColor;
walkButtonText.color = customInput.GetButton("Walk") ? this.activeButtonColor : this.inactiveButtonColor;
sprintButtonText.color = customInput.GetButton("Sprint") ? this.activeButtonColor : this.inactiveButtonColor;
aimButtonText.color = customInput.GetButton("RightClick") ? this.activeButtonColor : this.inactiveButtonColor;
}
void OnPanelDrag(UnityEngine.EventSystems.PointerEventData eventData)
{
m_panelDeltasSum += eventData.delta;
}
}
}