Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
97 lines
3.0 KiB
C#
97 lines
3.0 KiB
C#
/// ---------------------------------------------
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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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/// A virtual control that the player can press.
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/// </summary>
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public class VirtualButton : VirtualControl, IPointerDownHandler, IPointerUpHandler
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{
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[Tooltip("The name of the input.")]
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[SerializeField] protected string m_ButtonName;
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private bool m_Pressed;
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private int m_Frame;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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protected override void Awake()
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{
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if (string.IsNullOrEmpty(m_ButtonName)) {
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Debug.LogError("Error: The virtual button " + gameObject.name + " cannot have an empty input name.");
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return;
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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_ButtonName, 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 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_Frame = Time.frameCount;
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}
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/// <summary>
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/// Callback when a finger 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 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_Frame = Time.frameCount;
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}
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/// <summary>
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/// Returns if the button is true with the specified ButtonAction.
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/// </summary>
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/// <param name="action">The type of action to check.</param>
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/// <returns>The status of the action.</returns>
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public override bool GetButton(InputBase.ButtonAction action)
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{
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if (action == InputBase.ButtonAction.GetButton) {
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return m_Pressed;
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}
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// GetButtonDown and GetButtonUp requires the button to be pressed or released within the same frame.
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if (Time.frameCount - m_Frame > 0) {
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return false;
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}
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return action == InputBase.ButtonAction.GetButtonDown ? m_Pressed : !m_Pressed;
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}
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/// <summary>
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/// The object has been destroyed.
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/// </summary>
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private void OnDestroy()
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{
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if (m_VirtualControlsManager != null) {
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m_VirtualControlsManager.UnregisterVirtualControl(m_ButtonName);
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}
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}
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}
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} |