41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class DynamicJoystick : Joystick
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{
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public float moveThreshold { get { return _moveThreshold; } set { _moveThreshold = Mathf.Abs(value); } }
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[SerializeField] private float _moveThreshold = 1;
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protected override void Start()
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{
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moveThreshold = _moveThreshold;
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base.Start();
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background.gameObject.SetActive(false);
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}
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public override void OnPointerDown(PointerEventData eventData)
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{
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background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
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background.gameObject.SetActive(true);
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base.OnPointerDown(eventData);
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}
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public override void OnPointerUp(PointerEventData eventData)
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{
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background.gameObject.SetActive(false);
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base.OnPointerUp(eventData);
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}
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protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
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{
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if (magnitude > _moveThreshold)
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{
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Vector2 difference = normalised * (magnitude - _moveThreshold) * radius;
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background.anchoredPosition += difference;
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}
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base.HandleInput(magnitude, normalised, radius, cam);
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}
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}
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