Implemented saving/loading of custom input settings Incorporated Input Screen in game Organized UI scripts into folders Deleted some unused UI scripts Reimplemented Fog Blur (by copying modified DoF to assets)
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class MapMenuInput : MonoBehaviour, IBeginDragHandler, IDragHandler, IScrollHandler
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{
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public MapRenderer Map;
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public float ZoomSpeed;
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private Vector2 _startMousePosition;
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private Vector2 _startMapPosition;
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private RectTransform _mapRect;
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private void Start()
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{
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_mapRect = Map.GetComponent<RectTransform>();
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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_startMousePosition = eventData.position;
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_startMapPosition = Map.Position;
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}
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public void OnDrag(PointerEventData eventData)
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{
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Map.Position = _startMapPosition - (eventData.position - _startMousePosition) * Map.Scale;
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}
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public void OnScroll(PointerEventData eventData)
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{
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Vector3[] mapCorners = new Vector3[4];
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_mapRect.GetWorldCorners(mapCorners);
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var mapCenter = ((float3)(mapCorners[2] + mapCorners[0]) / 2).xy;
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var oldPointerPosition = Map.Position + ((float2)eventData.position - mapCenter) * Map.Scale;
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Map.Scale *= 1 - eventData.scrollDelta.y * ZoomSpeed;
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var pointerPosition = Map.Position + ((float2)eventData.position - mapCenter) * Map.Scale;
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Map.Position += oldPointerPosition - pointerPosition;
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}
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}
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