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- using UnityEngine;
- [RequireComponent (typeof(GUITexture))]
- public class Boundary {
- public Vector2 min = Vector2.zero;
- public Vector2 max = Vector2.zero;
- }
- public class Joystick : MonoBehaviour
- {
- static private Joystick[] joysticks; // A static collection of all joysticks
- static private bool enumeratedJoysticks = false;
- static private float tapTimeDelta = 0.3f; // Time allowed between taps
- public bool touchPad; // Is this a TouchPad?
- public Rect touchZone;
- public float deadZone = 0; // Control when position is output
- public bool normalize = false; // Normalize output after the dead-zone?
- public Vector2 position; // [-1, 1] in x,y
- int tapCount; // Current tap count
- public bool touched { get; private set; }
- private int lastFingerId = -1; // Finger last used for this joystick
- private float tapTimeWindow; // How much time there is left for a tap to occur
- private Vector2 fingerDownPos;
- private float fingerDownTime;
- private float firstDeltaTime = 0.5f;
- private GUITexture gui; // Joystick graphic
- private Rect defaultRect; // Default position / extents of the joystick graphic
- private Boundary guiBoundary = new Boundary (); // Boundary for joystick graphic
- private Vector2 guiTouchOffset; // Offset to apply to touch input
- private Vector2 guiCenter; // Center of joystick
- #if !UNITY_IPHONE && !UNITY_ANDROID
- void Awake () {
- gameObject.active = false;
- }
- #else
- void Start () {
- // Cache this component at startup instead of looking up every frame
- gui = GetComponent<GUITexture> ();
- // Store the default rect for the gui, so we can snap back to it
- defaultRect = gui.pixelInset;
- defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5;
- defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
- Vector3 tPos = transform.position;
- tPos.x = 0;
- tPos.y = 0;
- transform.position = tPos;
- if (touchPad) {
- // If a texture has been assigned, then use the rect ferom the gui as our touchZone
- if (gui.texture)
- touchZone = defaultRect;
- }
- else {
- // This is an offset for touch input to match with the top left
- // corner of the GUI
- guiTouchOffset.x = defaultRect.width * 0.5f;
- guiTouchOffset.y = defaultRect.height * 0.5f;
- // Cache the center of the GUI, since it doesn't change
- guiCenter.x = defaultRect.x + guiTouchOffset.x;
- guiCenter.y = defaultRect.y + guiTouchOffset.y;
- // Let's build the GUI boundary, so we can clamp joystick movement
- guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
- guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
- guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
- guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
- }
- }
- void Disable () {
- gameObject.active = false;
- enumeratedJoysticks = false;
- }
- void ResetJoystick () {
- // Release the finger control and set the joystick back to the default position
- gui.pixelInset = defaultRect;
- lastFingerId = -1;
- position = Vector2.zero;
- fingerDownPos = Vector2.zero;
- if (touchPad){
- Color guiCol = gui.color;
- guiCol.a = 0.025f;
- touched = false;
- gui.color = guiCol;
- }
- }
- bool IsFingerDown () {
- return (lastFingerId != -1);
- }
- void LatchedFinger (int fingerId) {
- // If another joystick has latched this finger, then we must release it
- if (lastFingerId == fingerId)
- ResetJoystick ();
- }
- void Update () {
- if (!enumeratedJoysticks) {
- // Collect all joysticks in the game, so we can relay finger latching messages
- joysticks = (Joystick[])FindObjectsOfType (typeof(Joystick));
- enumeratedJoysticks = true;
- }
- var count = Input.touchCount;
- // Adjust the tap time window while it still available
- if (tapTimeWindow > 0)
- tapTimeWindow -= Time.deltaTime;
- else
- tapCount = 0;
- if (count == 0) {
- ResetJoystick ();
- }
- else {
- for (int i = 0; i < count; i++) {
- Touch touch = Input.GetTouch (i);
- Vector2 guiTouchPos = touch.position - guiTouchOffset;
- var shouldLatchFinger = false;
- touched = false;
- if (touchPad) {
- if (touchZone.Contains (touch.position))
- shouldLatchFinger = true;
- }
- else if (gui.HitTest (touch.position)) {
- shouldLatchFinger = true;
- }
- // Latch the finger if this is a new touch
- if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId)) {
- if (touchPad) {
- Color guiCol = gui.color;
- touched = true;
- guiCol.a = 0.15f;
- gui.color = guiCol;
- lastFingerId = touch.fingerId;
- fingerDownPos = touch.position;
- fingerDownTime = Time.time;
- }
- lastFingerId = touch.fingerId;
- // Accumulate taps if it is within the time window
- if (tapTimeWindow > 0) {
- tapCount++;
- }
- else {
- tapCount = 1;
- tapTimeWindow = tapTimeDelta;
- }
- // Tell other joysticks we've latched this finger
- foreach (var j in joysticks) {
- if (j != null && j != this)
- j.LatchedFinger (touch.fingerId);
- }
- }
- if (lastFingerId == touch.fingerId) {
- // Override the tap count with what the iPhone SDK reports if it is greater
- // This is a workaround, since the iPhone SDK does not currently track taps
- // for multiple touches
- if (touch.tapCount > tapCount)
- tapCount = touch.tapCount;
- if (touchPad) {
- // For a touchpad, let's just set the position directly based on distance from initial touchdown
- position.x = Mathf.Clamp ((touch.position.x - fingerDownPos.x) / (touchZone.width / 2), -1, 1);
- position.y = Mathf.Clamp ((touch.position.y - fingerDownPos.y) / (touchZone.height / 2), -1, 1);
- }
- else {
- // Change the location of the joystick graphic to match where the touch is
- position.x = (touch.position.x - guiCenter.x) / guiTouchOffset.x;
- position.y = (touch.position.y - guiCenter.y) / guiTouchOffset.y;
- }
- if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
- ResetJoystick ();
- }
- }
- }
- // Calculate the length. This involves a squareroot operation,
- // so it's slightly expensive. We re-use this length for multiple
- // things below to avoid doing the square-root more than one.
- float length = position.magnitude;
- if (length < deadZone) {
- // If the length of the vector is smaller than the deadZone radius,
- // set the position to the origin.
- position = Vector2.zero;
- }
- else {
- if (length > 1) {
- // Normalize the vector if its length was greater than 1.
- // Use the already calculated length instead of using Normalize().
- position = position / length;
- }
- else if (normalize) {
- // Normalize the vector and multiply it with the length adjusted
- // to compensate for the deadZone radius.
- // This prevents the position from snapping from zero to the deadZone radius.
- position = position / length * Mathf.InverseLerp (length, deadZone, 1);
- }
- }
- if (!touchPad) {
- // Change the location of the joystick graphic to match the position
- Rect pi = gui.pixelInset;
- pi.x = (position.x - 1) * guiTouchOffset.x + guiCenter.x;
- pi.y = (position.y - 1) * guiTouchOffset.y + guiCenter.y;
- gui.pixelInset = pi;
- }
- }
- #endif
- }
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