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171 lines
6.6 KiB
C#
171 lines
6.6 KiB
C#
6 months ago
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine;
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namespace Autohand
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{
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public class AutoInputModule : BaseInputModule
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{
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private List<HandCanvasPointer> pointers = new List<HandCanvasPointer>();
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private PointerEventData[] eventDatas;
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AutoInputModule _instance;
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private bool _isDestroyed = false;
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/// <summary>Returns the current pointer being checked when triggering input events, should only be used during built in UI input events</summary>
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public HandCanvasPointer currentPointer { get; private set; }
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public AutoInputModule Instance
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{
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get
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{
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if (_isDestroyed)
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return null;
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if (_instance == null)
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{
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if (!(_instance = AutoHandExtensions.CanFindObjectOfType<AutoInputModule>()))
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{
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_instance = new GameObject().AddComponent<AutoInputModule>();
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_instance.transform.parent = AutoHandExtensions.transformParent;
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}
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EventSystem[] system = null;
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BaseInputModule[] inputModule;
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inputModule = AutoHandExtensions.CanFindObjectsOfType<BaseInputModule>();
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if (inputModule.Length > 1)
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{
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for (int i = inputModule.Length - 1; i >= 0; i--)
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{
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if (!inputModule[i].gameObject.GetComponent<AutoInputModule>())
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Destroy(inputModule[i]);
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Debug.LogWarning("AUTO HAND: REMOVING ADDITIONAL EVENT SYSTEMS FROM THE SCENE");
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}
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}
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system = AutoHandExtensions.CanFindObjectsOfType<EventSystem>();
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if (system.Length > 1)
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{
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for (int i = system.Length - 1; i >= 0; i--)
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{
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if (!system[i].gameObject.GetComponent<AutoInputModule>())
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Destroy(system[i]);
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Debug.LogWarning("AUTO HAND: REMOVING ADDITIONAL EVENT SYSTEMS FROM THE SCENE");
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}
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}
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}
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return _instance;
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}
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}
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protected override void Awake()
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{
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base.Awake();
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}
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protected override void OnDestroy()
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{
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_isDestroyed = true;
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}
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public int AddPointer(HandCanvasPointer pointer)
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{
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if (!pointers.Contains(pointer))
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{
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pointers.Add(pointer);
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eventDatas = new PointerEventData[pointers.Count];
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for (int i = 0; i < eventDatas.Length; i++)
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{
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eventDatas[i] = new PointerEventData(eventSystem);
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eventDatas[i].delta = Vector2.zero;
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eventDatas[i].position = new Vector2(Screen.width / 2, Screen.height / 2);
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}
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}
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return pointers.IndexOf(pointer);
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}
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public void RemovePointer(HandCanvasPointer pointer)
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{
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if (pointers.Contains(pointer))
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pointers.Remove(pointer);
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foreach (var point in pointers)
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{
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point.SetIndex(pointers.IndexOf(point));
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}
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eventDatas = new PointerEventData[pointers.Count];
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for (int i = 0; i < eventDatas.Length; i++)
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{
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eventDatas[i] = new PointerEventData(eventSystem);
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eventDatas[i].delta = Vector2.zero;
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eventDatas[i].position = new Vector2(Screen.width / 2, Screen.height / 2);
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}
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}
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public override void Process()
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{
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#pragma warning disable
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for (int index = 0; index < pointers.Count; index++)
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{
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try
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{
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if (pointers[index] != null && pointers[index].enabled)
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{
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currentPointer = pointers[index];
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pointers[index].Preprocess();
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// Hooks in to Unity's event system to handle hovering
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eventSystem.RaycastAll(eventDatas[index], m_RaycastResultCache);
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eventDatas[index].pointerCurrentRaycast = FindFirstRaycast(m_RaycastResultCache);
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HandlePointerExitAndEnter(eventDatas[index], eventDatas[index].pointerCurrentRaycast.gameObject);
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ExecuteEvents.Execute(eventDatas[index].pointerDrag, eventDatas[index], ExecuteEvents.dragHandler);
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}
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}
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catch { }
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}
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#pragma warning restore
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}
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public void ProcessPress(int index)
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{
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pointers[index].Preprocess();
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// Hooks in to Unity's event system to process a release
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eventDatas[index].pointerPressRaycast = eventDatas[index].pointerCurrentRaycast;
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eventDatas[index].pointerPress = ExecuteEvents.GetEventHandler<IPointerClickHandler>(eventDatas[index].pointerPressRaycast.gameObject);
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eventDatas[index].pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(eventDatas[index].pointerPressRaycast.gameObject);
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ExecuteEvents.Execute(eventDatas[index].pointerPress, eventDatas[index], ExecuteEvents.pointerDownHandler);
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ExecuteEvents.Execute(eventDatas[index].pointerDrag, eventDatas[index], ExecuteEvents.beginDragHandler);
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}
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public void ProcessRelease(int index)
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{
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pointers[index].Preprocess();
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// Hooks in to Unity's event system to process a press
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GameObject pointerRelease = ExecuteEvents.GetEventHandler<IPointerClickHandler>(eventDatas[index].pointerCurrentRaycast.gameObject);
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if (eventDatas[index].pointerPress == pointerRelease)
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ExecuteEvents.Execute(eventDatas[index].pointerPress, eventDatas[index], ExecuteEvents.pointerClickHandler);
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ExecuteEvents.Execute(eventDatas[index].pointerPress, eventDatas[index], ExecuteEvents.pointerUpHandler);
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ExecuteEvents.Execute(eventDatas[index].pointerDrag, eventDatas[index], ExecuteEvents.endDragHandler);
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eventDatas[index].pointerPress = null;
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eventDatas[index].pointerDrag = null;
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eventDatas[index].pointerCurrentRaycast.Clear();
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}
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public PointerEventData GetData(int index) { return eventDatas[index]; }
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}
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}
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