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AxisJoystick.cs 3.75 KiB
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  • using UnityEngine;
    using UnityEngine.EventSystems;
    
    namespace PlayerCtrl
    {
        public class AxisJoystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
        {
            public enum AxisOption
            {
                // Options for which axes to use
                Both, // Use both
                OnlyHorizontal, // Only horizontal
                OnlyVertical // Only vertical
            }
    
            public int MovementRange = 100;
            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
    
            Vector3 m_StartPos;
            bool m_UseX; // Toggle for using the x axis
            bool m_UseY; // Toggle for using the Y axis
            CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
            CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
    
            void OnEnable()
            {
                CreateVirtualAxes();
            }
    
            void Start()
            {
                m_StartPos = transform.position;
            }
    
            void UpdateVirtualAxes(Vector3 value)
            {
                var delta = m_StartPos - value;
                delta.y = -delta.y;
                delta /= MovementRange;
                if (m_UseX)
                {
                    m_HorizontalVirtualAxis.Update(-delta.x);
                }
    
                if (m_UseY)
                {
                    m_VerticalVirtualAxis.Update(delta.y);
                }
            }
    
            void CreateVirtualAxes()
            {
                // set axes to use
                m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
                m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
    
                // create new axes based on axes to use
                if (m_UseX)
                {
                    m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                    CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
                }
                if (m_UseY)
                {
                    m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                    CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
                }
            }
    
    
            public void OnDrag(PointerEventData data)
            {
                Vector3 newPos = Vector3.zero;
    
                if (m_UseX)
                {
                    int delta = (int)(data.position.x - m_StartPos.x);
                    delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                    newPos.x = delta;
                }
    
                if (m_UseY)
                {
                    int delta = (int)(data.position.y - m_StartPos.y);
                    delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                    newPos.y = delta;
                }
                transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
                UpdateVirtualAxes(transform.position);
            }
    
    
            public void OnPointerUp(PointerEventData data)
            {
                transform.position = m_StartPos;
                UpdateVirtualAxes(m_StartPos);
            }
    
    
            public void OnPointerDown(PointerEventData data) { }
    
            void OnDisable()
            {
                // remove the joysticks from the cross platform input
                if (m_UseX)
                {
                    m_HorizontalVirtualAxis.Remove();
                }
                if (m_UseY)
                {
                    m_VerticalVirtualAxis.Remove();
                }
            }
        }
    }