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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Input.VirtualControls
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{
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using UnityEngine;
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using UnityEngine.EventSystems;
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/// <summary>
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/// An abstract class for handing axis input.
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/// </summary>
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public abstract class VirtualAxis : VirtualControl, IPointerDownHandler, IPointerUpHandler
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{
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[Tooltip("The name of the horizontal input axis.")]
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[SerializeField] protected string m_HorizontalInputName = "Horizontal";
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[Tooltip("The name of the vertical input axis.")]
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[SerializeField] protected string m_VerticalInputName = "Vertical";
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protected bool m_Pressed;
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protected Vector2 m_DeltaPosition;
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protected override void Awake()
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{
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base.Awake();
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if (m_VirtualControlsManager != null) {
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m_VirtualControlsManager.RegisterVirtualControl(m_HorizontalInputName, this);
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m_VirtualControlsManager.RegisterVirtualControl(m_VerticalInputName, this);
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}
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}
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/// <summary>
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/// Callback when a pointer has pressed on the button.
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/// </summary>
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/// <param name="data">The pointer data.</param>
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public virtual void OnPointerDown(PointerEventData data)
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{
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if (m_Pressed) {
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return;
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}
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m_Pressed = true;
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m_DeltaPosition = Vector2.zero;
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}
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/// <summary>
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/// Callback when a pointer has released the button.
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/// </summary>
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/// <param name="data">The pointer data.</param>
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public virtual void OnPointerUp(PointerEventData data)
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{
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if (!m_Pressed) {
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return;
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}
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m_Pressed = false;
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m_DeltaPosition = Vector2.zero;
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}
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}
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}
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