Firstborn/Assets/SWAN Dev/DynamicUI/DDraggableUI.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

139 lines
3.9 KiB
C#

/// <summary>
/// Created by SWAN DEV 2018
/// </summary>
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
/// Dynamic UI - Draggable UI script for UGUI RaycastTarget components(e.g. Image, RawImage, Text). Attach on the UGUI component, set 'RaycastTarget = True'.
/// (Draggable UI detect the drag area by checking the sizeDelta of the target UI rectTransform, make sure sizeDelta is correctly set. Especially for text.)
public class DDraggableUI : MonoBehaviour
{
/// Indicates if any DDraggableUI object in the scene is being dragged.
public static bool draggingGlobal{ get; private set; }
/// The target draggable UGUI component(Image, RawImage, Text, etc).
[Tooltip("The target draggable UGUI component(Image, RawImage, Text, etc).")]
public GameObject m_TargetUIObject;
/// Move this GameObject instead of the (dragged) TargetUIObject if this GameObject is assigned.
[Tooltip("Move this GameObject instead of the (dragged) TargetUIObject if this GameObject is assigned.")]
public GameObject m_MoveUIObject = null;
/// Lock position change along X-axis.
[Tooltip("Lock position change along X-axis.")]
public bool m_LockX = false;
/// Lock position change along Y-axis.
[Tooltip("Lock position change along Y-axis.")]
public bool m_LockY = false;
/// Indicates if m_TargetUIObject is being dragged.
public bool dragging{ get; private set; }
private Action _onDragStart = null;
public void SetOnDragStartCallback(Action onDragStartAction)
{
_onDragStart = onDragStartAction;
}
private Action _onDragComplete = null;
public void SetOnDragCompleteCallback(Action onDragCompleteAction)
{
_onDragComplete = onDragCompleteAction;
}
bool isTouchDown = false;
bool isTouchUp = true;
float diffX = 0f, diffY = 0f;
PointerEventData cursor = new PointerEventData(EventSystem.current);
List<RaycastResult> objectsHit = new List<RaycastResult>();
void OnEnable()
{
if(m_TargetUIObject == null) m_TargetUIObject = gameObject;
if(m_MoveUIObject == null) m_MoveUIObject = m_TargetUIObject;
dragging = false;
isTouchUp = true;
}
void OnDisable()
{
draggingGlobal = false;
dragging = false;
}
void Update()
{
if(isTouchUp)
{
isTouchDown = SDev.Util.UnifyInputUtil.WasTouchOrMousePressed();
if (isTouchDown)
{
//A mouse/touch down event detected.
isTouchUp = false;
cursor.position = SDev.Util.UnifyInputUtil.GetCursorPosition();
EventSystem.current.RaycastAll(cursor, objectsHit);
if(objectsHit.Count > 0)
{
if(objectsHit[0].gameObject.Equals(m_TargetUIObject))
{
dragging = true;
diffX = m_MoveUIObject.transform.position.x - cursor.position.x;
diffY = m_MoveUIObject.transform.position.y - cursor.position.y;
if(_onDragStart != null) _onDragStart();
}
}
}
}
else if(isTouchDown)
{
isTouchUp = SDev.Util.UnifyInputUtil.WasTouchOrMouseReleased();
if (isTouchUp)
{
//A mouse/touch up event detected.
isTouchDown = false;
dragging = false;
draggingGlobal = false;
if(_onDragComplete != null) _onDragComplete();
}
}
if(dragging)
{
draggingGlobal = true;
cursor.position = SDev.Util.UnifyInputUtil.GetCursorPosition();
m_MoveUIObject.transform.position = new Vector3((m_LockX? m_MoveUIObject.transform.position.x : cursor.position.x + diffX),
(m_LockY? m_MoveUIObject.transform.position.y : cursor.position.y + diffY), m_MoveUIObject.transform.position.z);
}
}
public static void SetDraggable(GameObject targetUIObject, bool isDraggable)
{
if(isDraggable)
{
if(targetUIObject.GetComponent<DDraggableUI>() == null)
{
targetUIObject.AddComponent<DDraggableUI>();
}
}
else
{
if(targetUIObject.GetComponent<DDraggableUI>() != null)
{
Destroy(targetUIObject.GetComponent<DDraggableUI>());
}
}
}
}