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Commit 71bb84f5 authored by K8573's avatar K8573
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cleanup

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using System;
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput.PlatformSpecific;
namespace UnitySampleAssets.CrossPlatformInput
{
public static class CrossPlatformInputManager
{
private static VirtualInput virtualInput;
static CrossPlatformInputManager()
{
#if MOBILE_INPUT
virtualInput = new MobileInput ();
#else
virtualInput = new StandaloneInput();
#endif
}
public static void RegisterVirtualAxis(VirtualAxis axis)
{
virtualInput.RegisterVirtualAxis(axis);
}
public static void RegisterVirtualButton(VirtualButton button)
{
virtualInput.RegisterVirtualButton(button);
}
public static void UnRegisterVirtualAxis(string _name)
{
if (_name == null)
{
throw new ArgumentNullException("_name");
}
virtualInput.UnRegisterVirtualAxis(_name);
}
public static void UnRegisterVirtualButton(string name)
{
virtualInput.UnRegisterVirtualButton(name);
}
// returns a reference to a named virtual axis if it exists otherwise null
public static VirtualAxis VirtualAxisReference(string name)
{
return virtualInput.VirtualAxisReference(name);
}
// returns the platform appropriate axis for the given name
public static float GetAxis(string name)
{
return GetAxis(name, false);
}
public static float GetAxisRaw(string name)
{
return GetAxis(name, true);
}
// private function handles both types of axis (raw and not raw)
private static float GetAxis(string name, bool raw)
{
return virtualInput.GetAxis(name, raw);
}
// -- Button handling --
public static bool GetButton(string name)
{
return virtualInput.GetButton(name);
}
public static bool GetButtonDown(string name)
{
return virtualInput.GetButtonDown(name);
}
public static bool GetButtonUp(string name)
{
return virtualInput.GetButtonUp(name);
}
public static void SetButtonDown(string name)
{
virtualInput.SetButtonDown(name);
}
public static void SetButtonUp(string name)
{
virtualInput.SetButtonUp(name);
}
public static void SetAxisPositive(string name)
{
virtualInput.SetAxisPositive(name);
}
public static void SetAxisNegative(string name)
{
virtualInput.SetAxisNegative(name);
}
public static void SetAxisZero(string name)
{
virtualInput.SetAxisZero(name);
}
public static void SetAxis(string name, float value)
{
virtualInput.SetAxis(name, value);
}
public static Vector3 mousePosition
{
get { return virtualInput.MousePosition(); }
}
public static void SetVirtualMousePositionX(float f)
{
virtualInput.SetVirtualMousePositionX(f);
}
public static void SetVirtualMousePositionY(float f)
{
virtualInput.SetVirtualMousePositionY(f);
}
public static void SetVirtualMousePositionZ(float f)
{
virtualInput.SetVirtualMousePositionZ(f);
}
// virtual axis and button classes - applies to mobile input
// Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
// Could also be implemented by other input devices - kinect, electronic sensors, etc
public class VirtualAxis
{
public string name { get; private set; }
private float m_Value;
public bool matchWithInputManager { get; private set; }
public VirtualAxis(string name) : this(name, true)
{
}
public VirtualAxis(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
RegisterVirtualAxis(this);
}
// removes an axes from the cross platform input system
public void Remove()
{
UnRegisterVirtualAxis(name);
}
// a controller gameobject (eg. a virtual thumbstick) should update this class
public void Update(float value)
{
m_Value = value;
}
public float GetValue
{
get { return m_Value; }
}
public float GetValueRaw
{
get { return m_Value; }
}
}
// a controller gameobject (eg. a virtual GUI button) should call the
// 'pressed' function of this class. Other objects can then read the
// Get/Down/Up state of this button.
public class VirtualButton
{
public string name { get; private set; }
private int lastPressedFrame = -5;
private int releasedFrame = -5;
private bool pressed;
public bool matchWithInputManager { get; private set; }
public VirtualButton(string name) : this(name, true)
{
}
public VirtualButton(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
// RegisterVirtualButton(this);
}
// A controller gameobject should call this function when the button is pressed down
public void Pressed()
{
if (pressed)
{
return;
}
pressed = true;
lastPressedFrame = Time.frameCount;
}
// A controller gameobject should call this function when the button is released
public void Released()
{
pressed = false;
releasedFrame = Time.frameCount;
}
// the controller gameobject should call Remove when the button is destroyed or disabled
public void Remove()
{
UnRegisterVirtualButton(name);
}
// these are the states of the button which can be read via the cross platform input system
public bool GetButton
{
get { return pressed; }
}
public bool GetButtonDown
{
get
{
return lastPressedFrame - Time.frameCount == 0;
}
}
public bool GetButtonUp
{
get
{
return (releasedFrame == Time.frameCount - 0);
}
}
}
}
}
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using UnityEditor;
using System.Collections.Generic;
namespace UnitySampleAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
{
// Custom compiler defines:
//
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!
static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
if (!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT", true, false);
SetEnabled("MOBILE_INPUT", true, true);
}
}
[MenuItem("Mobile Input/Enable")]
private static void Enable()
{
SetEnabled("MOBILE_INPUT", true, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
break;
default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Enable", true)]
private static bool EnableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return !defines.Contains("MOBILE_INPUT");
}
[MenuItem("Mobile Input/Disable")]
private static void Disable()
{
SetEnabled("MOBILE_INPUT", false, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Disable", true)]
private static bool DisableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return defines.Contains("MOBILE_INPUT");
}
private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.WebGL,
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WSA,
};
private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WSA,
};
private static void SetEnabled(string defineName, bool enable, bool mobile)
{
//Debug.Log("setting "+defineName+" to "+enable);
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
{
var defines = GetDefinesList(group);
if (enable)
{
if (defines.Contains(defineName))
{
return;
}
defines.Add(defineName);
}
else
{
if (!defines.Contains(defineName))
{
return;
}
while (defines.Contains(defineName))
{
defines.Remove(defineName);
}
}
string definesString = string.Join(";", defines.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
}
}
private static List<string> GetDefinesList(BuildTargetGroup group)
{
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
}
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using UnityEngine;
using UnityEngine.EventSystems;
using UnitySampleAssets.CrossPlatformInput;
public class Joystick : MonoBehaviour , IPointerUpHandler , IPointerDownHandler , IDragHandler {
public int MovementRange = 100;
public enum AxisOption
{ // Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal";// The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
private Vector3 startPos;
private bool useX; // Toggle for using the x axis
private bool useY; // Toggle for using the Y axis
private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis; // Reference to the joystick in the cross platform input
private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable () {
startPos = transform.position;
CreateVirtualAxes ();
}
private void UpdateVirtualAxes (Vector3 value) {
var delta = startPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if(useX)
horizontalVirtualAxis.Update (-delta.x);
if(useY)
verticalVirtualAxis.Update (delta.y);
}
private void CreateVirtualAxes()
{
// set axes to use
useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (useX)
horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
if (useY)
verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
}
public void OnDrag(PointerEventData data) {
Vector3 newPos = Vector3.zero;
if (useX) {
int delta = (int) (data.position.x - startPos.x);
delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
newPos.x = delta;
}
if (useY)
{
int delta = (int)(data.position.y - startPos.y);
delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(startPos.x + newPos.x , startPos.y + newPos.y , startPos.z + newPos.z);
UpdateVirtualAxes (transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = startPos;
UpdateVirtualAxes (startPos);
}
public void OnPointerDown (PointerEventData data) {
}
void OnDisable () {
// remove the joysticks from the cross platform input
if (useX)
{
horizontalVirtualAxis.Remove();
}
if (useY)
{
verticalVirtualAxis.Remove();
}
}
}
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