First Contact & Tap Trial

First Contact:
Live is now offbeat
[alienSuccess] code block is a bit smaller
Mission Control is now stretchable

Tap Trial
- Started working on coding the inputs
- Animated monkey (tap, double, and triple (incomplete))
This commit is contained in:
Mytiaoga 2022-07-11 13:53:25 +08:00
parent 311bda5fd3
commit 06f80bfb51
310 changed files with 115089 additions and 755 deletions

8
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using UnityEngine;
using System.Collections;
using UnityEditor;
namespace Rellac.Windows
{
[CustomEditor(typeof(GUIPointerObject))]
[CanEditMultipleObjects]
public class GUIPointerObjectEditor : Editor
{
SerializedProperty onPointerUp;
SerializedProperty onPointerDown;
SerializedProperty onPointerEnter;
SerializedProperty onPointerExit;
void OnEnable()
{
onPointerUp = serializedObject.FindProperty("onPointerUp");
onPointerDown = serializedObject.FindProperty("onPointerDown");
onPointerEnter = serializedObject.FindProperty("onPointerEnter");
onPointerExit = serializedObject.FindProperty("onPointerExit");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(onPointerUp);
EditorGUILayout.PropertyField(onPointerDown);
EditorGUILayout.PropertyField(onPointerEnter);
EditorGUILayout.PropertyField(onPointerExit);
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Contains a reference to all GUIWindowHandle objects below this Transform for ease of referencing
/// </summary>
public class GUIBorderParent : MonoBehaviour
{
private GUIWindowHandle[] handles;
// Use this for initialization
void Start()
{
handles = GetComponentsInChildren<GUIWindowHandle>();
}
/// <summary>
/// Toggle interactivity of handles
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
for (int i = 0; i < handles.Length; i++)
{
handles[i].SetIsLocked(input);
}
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Rellac.Windows
{
/// <summary>
/// Contains events referencing IPointerHandlers
/// </summary>
public class GUIPointerObject : MonoBehaviour, IPointerUpHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler
{
/// <summary>
/// Fires when a pointer up is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer up is detected")]
public UnityEvent onPointerUp = null;
/// <summary>
/// Fires when a pointer down is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer down is detected")]
public UnityEvent onPointerDown = null;
/// <summary>
/// Fires when a pointer enter is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer enter is detected")]
public UnityEvent onPointerEnter = null;
/// <summary>
/// Fires when a pointer exit is detected
/// </summary>
[HideInInspector]
[Tooltip("Fires when a pointer exit is detected")]
public UnityEvent onPointerExit = null;
public void OnPointerUp(PointerEventData eventData)
{
if (onPointerUp != null)
{
onPointerUp.Invoke();
}
}
public void OnPointerDown(PointerEventData eventData)
{
if (onPointerDown != null)
{
onPointerDown.Invoke();
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (onPointerEnter != null)
{
onPointerEnter.Invoke();
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (onPointerExit != null)
{
onPointerExit.Invoke();
}
}
}
}

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using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle expanding and restoring a window to/from screen size
/// </summary>
public class GUIWindowExpander : GUIPointerObject
{
private const float MaxTimeForDoubleClick = 0.5f;
/// <summary>
/// Window to apply expand effect to
/// </summary>
[Tooltip("")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Expander is locked and unusable
/// </summary>
[Tooltip("")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Allows you to double click this target image to minimise/maximise
/// </summary>
[Tooltip("Allows you to double click this target image to minimise/maximise")]
[SerializeField] private bool doubleClick = true;
/// <summary>
/// Fires when window starts restoring to a smaller size
/// </summary>
public UnityEvent onMinimised = null;
/// <summary>
/// Fires when window starts expanding
/// </summary>
public UnityEvent onMaximised = null;
private bool isMaximised = false;
private bool doAction = false;
private Vector2 initialPosition;
private Vector2 initialMinAnchor;
private Vector2 initialMaxAnchor;
private Vector2 initialSize;
private Vector2 initialPivot = Vector2.one * -1;
private Vector2 targetPosition;
private Vector2 targetSize;
private int numClicks;
void Start()
{
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
onPointerDown.AddListener(TryDoubleClick);
}
// Update is called once per frame
void Update()
{
if (doAction)
{
// Lerp to position & size
parentWindow.sizeDelta = Vector2.MoveTowards(parentWindow.sizeDelta, targetSize, Time.deltaTime * 10000);
parentWindow.anchoredPosition = Vector2.MoveTowards(parentWindow.anchoredPosition, targetPosition, Time.deltaTime * 5000);
// reached target
if (parentWindow.sizeDelta == targetSize && parentWindow.anchoredPosition == targetPosition)
{
doAction = false;
if (isMaximised)
{ // set to a full stretched rect
parentWindow.anchorMin = Vector2.zero;
parentWindow.anchorMax = Vector2.one;
parentWindow.sizeDelta = Vector2.zero;
parentWindow.anchoredPosition = Vector2.zero;
if (onMaximised != null)
{
onMaximised.Invoke();
}
}
else
{ // just invoke the event for a minimised window
if (onMinimised != null)
{
onMinimised.Invoke();
}
}
}
}
}
/// <summary>
/// Toggle interactivity of expander
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Set window to fill screen
/// </summary>
public void MaximiseWindow()
{
if (isLocked) return;
initialPosition = parentWindow.anchoredPosition;
initialMinAnchor = parentWindow.anchorMin;
initialMaxAnchor = parentWindow.anchorMax;
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
parentWindow.SetPivot(Vector2.one * 0.5f);
targetPosition = Vector2.zero;
targetSize = new Vector2(Screen.width, Screen.height);
isMaximised = true;
doAction = true;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Set window to small size
/// </summary>
public void MinimiseWindow()
{
if (isLocked) return;
parentWindow.anchorMin = initialMinAnchor;
parentWindow.anchorMax = initialMaxAnchor;
parentWindow.sizeDelta = new Vector2(Screen.width, Screen.height);
if (initialPivot != Vector2.one * -1)
{
parentWindow.SetPivot(initialPivot);
}
targetPosition = initialPosition;
targetSize = initialSize;
isMaximised = false;
doAction = true;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Do a click for attempting to expand by double click
/// </summary>
public void TryDoubleClick()
{
parentWindow.SetAsLastSibling();
if (isLocked || !doubleClick) return;
numClicks++;
if (numClicks == 1)
{
Invoke("ResetDoubleClick", MaxTimeForDoubleClick);
}
else if (numClicks >= 2)
{
Invoke("Swap", 0.1f); // wait in case we're interrupting a mover
}
}
/// <summary>
/// Swap between minimised and maximised
/// </summary>
public void Swap()
{
if (isMaximised)
{
MinimiseWindow();
}
else
{
MaximiseWindow();
}
}
private void ResetDoubleClick()
{
numClicks = 0;
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle pull handles to expand the windows
/// </summary>
public class GUIWindowHandle : GUIPointerObject
{
/// <summary>
/// Window to apply pull effect to
/// </summary>
[Tooltip("Window to apply pull effect to")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Handle is locked and unusable
/// </summary>
[Tooltip("Handle is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Minimum width parent window can be set to
/// </summary>
[Tooltip("Minimum width parent window can be set to")]
[SerializeField] private float minWidth = 50;
/// <summary>
/// Minimum height parent window can be set to
/// </summary>
[Tooltip("Minimum height parent window can be set to")]
[SerializeField] private float minHeight = 50;
/// <summary>
/// Sprite to show for cursor when this handle is highlighted
/// </summary>
[Tooltip("Sprite to show for cursor when this handle is highlighted")]
[SerializeField] private Texture2D cursor = null;
/// <summary>
/// Directional axis to pull window with this handle
/// </summary>
[Tooltip("Directional axis to pull window with this handle")]
[SerializeField] private Axis axis = Axis.Horizontal;
/// <summary>
/// Fired when user pulls on the handle
/// </summary>
public UnityEvent onWindowPulled = null;
Direction direction;
private bool isGrabbed = false;
private Vector2 initialMousePos;
private Vector2 initialSize;
private Vector2 initialPivot;
void Start()
{
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
// onPointerEnter.AddListener(ShowCursor);
// onPointerExit.AddListener(ResetCursor);
// find what direction we're pulling with this handle
switch (axis)
{
case Axis.Horizontal:
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.Right;
}
else
{
direction = Direction.Left;
}
break;
case Axis.Vertical:
if (transform.position.y > parentWindow.position.y)
{
direction = Direction.Up;
}
else
{
direction = Direction.Down;
}
break;
case Axis.Diagonal:
if (transform.position.y > parentWindow.position.y)
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.UpRight;
}
else
{
direction = Direction.UpLeft;
}
}
else
{
if (transform.position.x > parentWindow.position.x)
{
direction = Direction.DownRight;
}
else
{
direction = Direction.DownLeft;
}
}
break;
}
}
void Update()
{
if (!isGrabbed)
return;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
parentWindow.SetPivot(initialPivot);
if (onWindowPulled != null)
{
onWindowPulled.Invoke();
}
return;
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Vector2 parentScale = parentWindow.transform.parent.GetComponent<RectTransform>().rect.size;
Vector2 mouseDelta = Vector2.Scale((Vector2)Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition()) - initialMousePos, scaleOffset*parentScale);
Vector2 size = initialSize;
switch (direction)
{
case Direction.Up:
size += new Vector2(0, mouseDelta.y);
break;
case Direction.Down:
size -= new Vector2(0, mouseDelta.y);
break;
case Direction.Left:
size -= new Vector2(mouseDelta.x, 0);
break;
case Direction.Right:
size += new Vector2(mouseDelta.x, 0);
break;
case Direction.UpRight:
size += new Vector2(mouseDelta.x, mouseDelta.y);
break;
case Direction.UpLeft:
size += new Vector2(-mouseDelta.x, mouseDelta.y);
break;
case Direction.DownRight:
size += new Vector2(mouseDelta.x, -mouseDelta.y);
break;
case Direction.DownLeft:
size += new Vector2(-mouseDelta.x, -mouseDelta.y);
break;
}
// Keep Window within minimum size
if (size.x < minWidth || size.y < minHeight)
{
Vector2 newsize = size;
if (size.x < minWidth)
{
newsize.x = minWidth;
}
if (size.y < minHeight)
{
newsize.y = minHeight;
}
parentWindow.sizeDelta = newsize;
return;
}
// set position & size
parentWindow.sizeDelta = size;
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Trigger that this handle has been grabbed
/// </summary>
public void SetIsGrabbed()
{
if (isLocked) return;
isGrabbed = true;
initialMousePos = Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition());
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;
// Set Pivot to correct value based on direction so we don't need to offset movement
switch (direction)
{
case Direction.Up:
parentWindow.SetPivot(new Vector2(0.5f, 0));
break;
case Direction.Down:
parentWindow.SetPivot(new Vector2(0.5f, 1));
break;
case Direction.Left:
parentWindow.SetPivot(new Vector2(1, 0.5f));
break;
case Direction.Right:
parentWindow.SetPivot(new Vector2(0, 0.5f));
break;
case Direction.UpRight:
parentWindow.SetPivot(new Vector2(0, 0));
break;
case Direction.UpLeft:
parentWindow.SetPivot(new Vector2(1, 0));
break;
case Direction.DownRight:
parentWindow.SetPivot(new Vector2(0, 1));
break;
case Direction.DownLeft:
parentWindow.SetPivot(new Vector2(1, 1));
break;
}
parentWindow.SetAsLastSibling();
}
/// <summary>
/// Show the changed cursor when this handle is highlighted
/// </summary>
public void ShowCursor()
{
if (!isLocked && cursor != null)
{
Cursor.SetCursor(cursor, new Vector2(16, 16), CursorMode.Auto);
}
}
/// <summary>
/// Return the cursor to the default state
/// </summary>
public void ResetCursor()
{
if (cursor != null)
{
Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto);
}
}
private enum Axis
{
Horizontal,
Vertical,
Diagonal
}
private enum Direction
{
Up,
Down,
Left,
Right,
UpLeft,
UpRight,
DownLeft,
DownRight
}
}
}

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using UnityEngine;
using UnityEngine.Events;
namespace Rellac.Windows
{
/// <summary>
/// Script to handle moving windows
/// </summary>
public class GUIWindowMover : GUIPointerObject
{
/// <summary>
/// Window to move
/// </summary>
[Tooltip("Window to move")]
[SerializeField] private RectTransform parentWindow = null;
/// <summary>
/// Mover is locked and unusable
/// </summary>
[Tooltip("Mover is locked and unusable")]
[SerializeField] private bool isLocked = false;
/// <summary>
/// Fires when a window has been moved
/// </summary>
[Tooltip("Fires when a window has been moved")]
[SerializeField] private UnityEvent onWindowMoved = null;
private Vector2 mouseOffset;
private bool isGrabbed = false;
void Start()
{
onPointerDown.AddListener(SetIsGrabbed);
}
void Update()
{
if (!isGrabbed || isLocked) return;
parentWindow.position = (Vector2)GUIWindowUtils.MousePosition() + mouseOffset;
if (Input.GetMouseButtonUp(0))
{
isGrabbed = false;
if (onWindowMoved != null)
{
onWindowMoved.Invoke();
}
}
}
/// <summary>
/// Toggle interactivity of handle
/// </summary>
/// <param name="input">is interactive</param>
public void SetIsLocked(bool input)
{
isLocked = input;
isGrabbed = false;
}
/// <summary>
/// Trigger that window has started to be moved
/// </summary>
public void SetIsGrabbed()
{
mouseOffset = parentWindow.position - GUIWindowUtils.MousePosition();
isGrabbed = true;
parentWindow.SetAsLastSibling();
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Rellac.Windows
{
public static class GUIWindowUtils
{
#if UNITY_EDITOR
[MenuItem("GameObject/UI/Window")]
public static void InstantiateWindow()
{
NewWindow();
}
#endif
public static GameObject NewWindow()
{
Object prefab = Resources.Load("WindowUIComponent");
Canvas canvas = GameObject.FindObjectOfType<Canvas>();
if (canvas == null)
{
// Create default canvas
GameObject newCanvas = new GameObject("Canvas");
canvas = newCanvas.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
newCanvas.AddComponent<CanvasScaler>();
newCanvas.AddComponent<GraphicRaycaster>();
if (GameObject.FindObjectOfType<EventSystem>() == null)
{
// Create defalut EventSystem
new GameObject("EventSystem").AddComponent<EventSystem>(). // create new GameObject with EventSystem
gameObject.AddComponent<StandaloneInputModule>() // add Input Module
#if UNITY_5_3_OR_NEWER
; // we don't need the Touch Input Module at 5.3+
#else
.gameObject.AddComponent<TouchInputModule>();
#endif
}
}
GameObject go = (GameObject)GameObject.Instantiate(prefab);
go.transform.SetParent(canvas.transform);
go.transform.localPosition = Vector2.zero;
go.name = "Window";
return go;
}
public static void SetPivot(this RectTransform rectTransform, Vector2 pivot)
{
if (rectTransform == null) return;
Vector2 size = rectTransform.rect.size;
Vector2 deltaPivot = rectTransform.pivot - pivot;
Vector3 deltaPosition = new Vector3(deltaPivot.x * size.x, deltaPivot.y * size.y);
rectTransform.pivot = pivot;
rectTransform.localPosition -= deltaPosition;
}
public static Vector3 MousePosition()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
return new Vector3(mousePos.x, mousePos.y, 0);
}
}
}

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