mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-11 21:22:36 +00:00
92bbc4bd53
* radio * radio 2 * radio 3 * radio 4
323 lines
11 KiB
C#
323 lines
11 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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public Canvas canvas;
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public GameObject panel;
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public GameObject pedMovementInputGo, vehicleInputGo;
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Button walkButton, sprintButton, jumpButton, crouchButton, enterButton, aimButton, fireButton, flyButton,
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exitVehicleButton, nextWeaponButton, previousWeaponButton, nextRadioStationButton, previousRadioStationButton;
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UIEventsPickup jumpButtonEventsPickup, fireButtonEventsPickup, handbrakePickup, backwardVehiclePickup, forwardVehiclePickup, panelPickup;
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Text walkButtonText, sprintButtonText, aimButtonText, jumpButtonText, fireButtonText;
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ArrowsMovementButton movementButton, turnVehicleButton;
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bool m_walkPressed, m_sprintPressed, m_aimPressed, m_crouchPressed, m_enterPressed, m_flyPressed, m_exitVehiclePressed,
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m_nextWeaponPressed, m_previousWeaponPressed;
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public Color activeButtonColor = Color.blue;
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public Color inactiveButtonColor = Color.black;
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public float vehicleTurnMultiplier = 1.5f;
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//List<Vector2> m_panelDeltas = new List<Vector2>();
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Vector2 m_panelDeltasSum = Vector2.zero;
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public float touchPointerSensitivity = 1f;
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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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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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nextWeaponButton = parent.Find("NextWeaponButton").GetComponent<Button>();
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previousWeaponButton = parent.Find("PreviousWeaponButton").GetComponent<Button>();
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movementButton = parent.Find("MovementButton").GetComponent<ArrowsMovementButton>();
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parent = vehicleInputGo.transform;
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exitVehicleButton = parent.Find("ExitButton").GetComponent<Button>();
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turnVehicleButton = parent.Find("TurnButton").GetComponent<ArrowsMovementButton>();
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nextRadioStationButton = parent.Find("NextRadioStationButton").GetComponent<Button>();
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previousRadioStationButton = parent.Find("PreviousRadioStationButton").GetComponent<Button>();
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// repeat buttons: handbrake, backward, forward
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handbrakePickup = parent.Find("HandbrakeButton").gameObject.GetOrAddComponent<UIEventsPickup>();
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backwardVehiclePickup = parent.Find("BackwardButton").gameObject.GetOrAddComponent<UIEventsPickup>();
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forwardVehiclePickup = parent.Find("ForwardButton").gameObject.GetOrAddComponent<UIEventsPickup>();
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// repeat buttons: jump, fire
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jumpButtonEventsPickup = jumpButton.gameObject.GetOrAddComponent<UIEventsPickup>();
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fireButtonEventsPickup = fireButton.gameObject.GetOrAddComponent<UIEventsPickup>();
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// panel
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panelPickup = this.panel.GetOrAddComponent<UIEventsPickup>();
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// text components
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walkButtonText = walkButton.GetComponentInChildren<Text>();
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sprintButtonText = sprintButton.GetComponentInChildren<Text>();
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aimButtonText = aimButton.GetComponentInChildren<Text>();
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jumpButtonText = jumpButton.GetComponentInChildren<Text>();
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fireButtonText = fireButton.GetComponentInChildren<Text>();
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// setup event handlers
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// note: for this to work properly, EventSystem.Update() must run before our Update()
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// toggle buttons
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walkButton.onClick.AddListener( () => m_walkPressed = true );
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sprintButton.onClick.AddListener( () => m_sprintPressed = true );
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aimButton.onClick.AddListener( () => m_aimPressed = true );
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// click buttons: crouch, enter, fly, exit vehicle, next weapon, previous weapon
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crouchButton.onClick.AddListener( () => m_crouchPressed = true );
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enterButton.onClick.AddListener( () => m_enterPressed = true );
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flyButton.onClick.AddListener( () => m_flyPressed = true );
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exitVehicleButton.onClick.AddListener( () => m_exitVehiclePressed = true );
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nextWeaponButton.onClick.AddListener( () => m_nextWeaponPressed = true );
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previousWeaponButton.onClick.AddListener( () => m_previousWeaponPressed = true );
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nextRadioStationButton.onClick.AddListener(() => m_nextWeaponPressed = true);
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previousRadioStationButton.onClick.AddListener(() => m_previousWeaponPressed = true);
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// panel
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panelPickup.onDrag += (eventData) => this.OnPanelDrag(eventData);
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}
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void OnLoaderFinished()
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{
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// assign textures to movement buttons' 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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turnVehicleButton.leftArrow.texture = HUD.LeftArrowTexture;
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turnVehicleButton.rightArrow.texture = HUD.RightArrowTexture;
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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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var customInput = CustomInput.Instance;
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// ignore mouse buttons when touch is enabled
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customInput.SetButton("LeftClick", false);
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if (!customInput.HasButton("RightClick"))
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customInput.SetButton("RightClick", false);
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customInput.SetButtonDown("LeftClick", false);
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customInput.SetButtonDown("RightClick", false);
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Ped ped = Ped.Instance;
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if (ped != null)
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{
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if (ped.IsDrivingVehicle)
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{
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pedMovementInputGo.SetActive(false);
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vehicleInputGo.SetActive(true);
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this.UpdateVehicleMovementInput();
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}
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else
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{
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pedMovementInputGo.SetActive(true);
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vehicleInputGo.SetActive(false);
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this.UpdatePedMovementInput();
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}
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this.UpdateActionsInput();
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}
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else
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{
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pedMovementInputGo.SetActive(false);
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vehicleInputGo.SetActive(false);
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}
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// set mouse move input based on panel drag events
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this.ResetMouseMoveInput();
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customInput.SetAxis("Mouse X", m_panelDeltasSum.x / Screen.width * this.touchPointerSensitivity * GameManager.Instance.cursorSensitivity.x);
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customInput.SetAxis("Mouse Y", m_panelDeltasSum.y / Screen.height * this.touchPointerSensitivity * GameManager.Instance.cursorSensitivity.y);
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// reset deltas sum
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m_panelDeltasSum = Vector2.zero;
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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 toggle buttons: 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 UpdatePedMovementInput()
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{
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// obtain input from arrow button
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this.UpdateMovementInput(movementButton, movementButton.GetMovement());
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}
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void UpdateVehicleMovementInput()
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{
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var customInput = CustomInput.Instance;
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// obtain input from arrow button
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Vector2 input = turnVehicleButton.GetMovementPercentage();
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// ignore y axis
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input.y = 0;
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// now input has only x value between -1 and 1
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// apply multiplier
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input.x *= this.vehicleTurnMultiplier;
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// clamp between -1 and 1
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input.x = Mathf.Clamp(input.x, -1f, 1f);
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this.UpdateMovementInput(turnVehicleButton, input);
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// get status of backward and forward buttons
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bool isBackwardOn = backwardVehiclePickup.IsPointerInside && backwardVehiclePickup.IsPointerDown;
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bool isForwardOn = forwardVehiclePickup.IsPointerInside && forwardVehiclePickup.IsPointerDown;
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if (isBackwardOn || isForwardOn)
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customInput.SetAxis("Vertical", isForwardOn ? 1.0f : -1.0f);
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}
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void UpdateMovementInput(ArrowsMovementButton arrowButton, Vector2 input)
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{
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if (arrowButton.IsPointerDown && arrowButton.IsPointerInside)
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{
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// ignore mouse move input while arrow button is pressed
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this.ResetMouseMoveInput();
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}
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this.SetMovementAxesInput(input);
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}
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void ResetMouseMoveInput()
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{
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var customInput = CustomInput.Instance;
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customInput.SetAxis("Mouse X", 0);
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customInput.SetAxis("Mouse Y", 0);
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customInput.SetAxis("Joystick X", 0);
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customInput.SetAxis("Joystick Y", 0);
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}
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void SetMovementAxesInput(Vector2 input)
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{
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var customInput = CustomInput.Instance;
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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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void UpdateActionsInput()
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{
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var customInput = CustomInput.Instance;
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// get status of jump & fire repeat butons
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bool isJumpOn = jumpButtonEventsPickup.IsPointerInside && jumpButtonEventsPickup.IsPointerDown;
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bool isFireOn = fireButtonEventsPickup.IsPointerInside && fireButtonEventsPickup.IsPointerDown;
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customInput.SetButton("Jump", isJumpOn);
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customInput.SetButton("LeftClick", isFireOn);
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// get status of handbrake
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bool isHandbrakeOn = handbrakePickup.IsPointerInside && handbrakePickup.IsPointerDown;
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customInput.SetButton("Brake", isHandbrakeOn);
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// process click events
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if (m_walkPressed)
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customInput.SetButton("Walk", ! customInput.GetButton("Walk"));
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if (m_sprintPressed)
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customInput.SetButton("Sprint", ! customInput.GetButton("Sprint"));
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if (m_aimPressed)
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customInput.SetButton("RightClick", ! customInput.GetButton("RightClick"));
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if (m_crouchPressed)
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customInput.SetKeyDown(KeyCode.C, true);
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if (m_enterPressed)
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customInput.SetButtonDown("Use", true);
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if (m_flyPressed)
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customInput.SetKeyDown(KeyCode.T, true);
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if (m_exitVehiclePressed)
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customInput.SetButtonDown("Use", true);
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if (m_nextWeaponPressed)
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customInput.SetKeyDown (KeyCode.E, true);
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if (m_previousWeaponPressed)
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customInput.SetKeyDown (KeyCode.Q, true);
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m_walkPressed = m_sprintPressed = m_aimPressed = m_crouchPressed = m_enterPressed = m_flyPressed =
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m_exitVehiclePressed = m_nextWeaponPressed = m_previousWeaponPressed = false;
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// set color of toggle & repeat buttons
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jumpButtonText.color = isJumpOn ? this.activeButtonColor : this.inactiveButtonColor;
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fireButtonText.color = isFireOn ? this.activeButtonColor : this.inactiveButtonColor;
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walkButtonText.color = customInput.GetButton("Walk") ? this.activeButtonColor : this.inactiveButtonColor;
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sprintButtonText.color = customInput.GetButton("Sprint") ? this.activeButtonColor : this.inactiveButtonColor;
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aimButtonText.color = customInput.GetButton("RightClick") ? this.activeButtonColor : this.inactiveButtonColor;
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}
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void OnPanelDrag(UnityEngine.EventSystems.PointerEventData eventData)
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{
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m_panelDeltasSum += eventData.delta;
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}
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}
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}
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