From 98d8fd089e85ef731ad103d07236f611d098d590 Mon Sep 17 00:00:00 2001 From: Christopher Date: Mon, 25 Jul 2016 13:13:51 +0100 Subject: [PATCH] Clickable2D and Dragable2D components can now use legacy input or EventSystem events / recasts. Added DragAndDrop(EventSystem) example scene to show how to use the EventSystem option. --- Assets/Fungus/Sprite/Scripts/Clickable2D.cs | 118 +- Assets/Fungus/Sprite/Scripts/Draggable2D.cs | 255 ++- .../DragAndDrop(EventSystem).unity | 1809 +++++++++++++++++ .../DragAndDrop(EventSystem).unity.meta | 8 + .../DragAndDrop/DragAndDrop.unity | 255 ++- 5 files changed, 2172 insertions(+), 273 deletions(-) create mode 100644 Assets/FungusExamples/DragAndDrop/DragAndDrop(EventSystem).unity create mode 100644 Assets/FungusExamples/DragAndDrop/DragAndDrop(EventSystem).unity.meta diff --git a/Assets/Fungus/Sprite/Scripts/Clickable2D.cs b/Assets/Fungus/Sprite/Scripts/Clickable2D.cs index c9461d3a..2233db79 100644 --- a/Assets/Fungus/Sprite/Scripts/Clickable2D.cs +++ b/Assets/Fungus/Sprite/Scripts/Clickable2D.cs @@ -10,10 +10,10 @@ namespace Fungus { /** * Detects mouse clicks and touches on a Game Object, and sends an event to all Flowchart event handlers in the scene. - * The Game Object must have a Collider2D component attached. + * The Game Object must have a Collider or Collider2D component attached. * Use in conjunction with the ObjectClicked Flowchart event handler. */ - public class Clickable2D : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler + public class Clickable2D : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler { [Tooltip("Is object clicking enabled")] public bool clickEnabled = true; @@ -21,59 +21,95 @@ namespace Fungus [Tooltip("Mouse texture to use when hovering mouse over object")] public Texture2D hoverCursor; - protected virtual void Start() - { - // If the main camera doesn't already have a Physics2DRaycaster then add one automatically to - // use UI raycasts for hit detection. This allows UI to block clicks on objects behind. - if (Camera.main == null) - return; + [Tooltip("Use the UI Event System to check for clicks. Clicks that hit an overlapping UI object will be ignored. Camera must have a PhysicsRaycaster component, or a Physics2DRaycaster for 2D colliders.")] + public bool useEventSystem; - var raycast = Camera.main.GetComponent(); - if (raycast == null) - { - Camera.main.gameObject.AddComponent(); - } - } + #region Legacy OnMouseX methods + protected virtual void OnMouseDown() + { + if (!useEventSystem) + { + DoPointerClick(); + } + } + + protected virtual void OnMouseEnter() + { + if (!useEventSystem) + { + DoPointerEnter(); + } + } protected virtual void OnMouseExit() { - // Always reset the mouse cursor to be on the safe side - SetMouseCursor.ResetMouseCursor(); + if (!useEventSystem) + { + DoPointerExit(); + } + } + #endregion + + #region IPointerXHandler implementations + public void OnPointerClick(PointerEventData eventData) + { + if (useEventSystem) + { + DoPointerClick(); + } + } + + public void OnPointerEnter(PointerEventData eventData) + { + if (useEventSystem) + { + DoPointerEnter(); + } + } + + public void OnPointerExit(PointerEventData eventData) + { + if (useEventSystem) + { + DoPointerExit(); + } } - protected virtual void changeCursor(Texture2D cursorTexture) + protected virtual void DoPointerClick() { if (!clickEnabled) { return; } - - Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); + + // TODO: Cache these objects for faster lookup + ObjectClicked[] handlers = GameObject.FindObjectsOfType(); + foreach (ObjectClicked handler in handlers) + { + handler.OnObjectClicked(this); + } } - #region IPointerClickHandler implementation - public void OnPointerClick(PointerEventData eventData) - { - if (!clickEnabled) - { - return; - } + protected virtual void DoPointerEnter() + { + ChangeCursor(hoverCursor); + } - // TODO: Cache these object for faster lookup - ObjectClicked[] handlers = GameObject.FindObjectsOfType(); - foreach (ObjectClicked handler in handlers) - { - handler.OnObjectClicked(this); - } - } - #endregion + protected virtual void DoPointerExit() + { + // Always reset the mouse cursor to be on the safe side + SetMouseCursor.ResetMouseCursor(); + } + #endregion - #region IPointerEnterHandler - public void OnPointerEnter(PointerEventData eventData) - { - changeCursor(hoverCursor); - } - #endregion + protected virtual void ChangeCursor(Texture2D cursorTexture) + { + if (!clickEnabled) + { + return; + } + + Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); + } } - } diff --git a/Assets/Fungus/Sprite/Scripts/Draggable2D.cs b/Assets/Fungus/Sprite/Scripts/Draggable2D.cs index 9f80911a..20138138 100644 --- a/Assets/Fungus/Sprite/Scripts/Draggable2D.cs +++ b/Assets/Fungus/Sprite/Scripts/Draggable2D.cs @@ -18,7 +18,7 @@ namespace Fungus * The RigidBody would typically have the Is Kinematic property set to true, unless you want the object to move around using physics. * Use in conjunction with the Drag Started, Drag Completed, Drag Cancelled, Drag Entered & Drag Exited event handlers. */ - public class Draggable2D : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler + public class Draggable2D : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerEnterHandler, IPointerExitHandler { [Tooltip("Is object dragging enabled")] public bool dragEnabled = true; @@ -36,25 +36,14 @@ namespace Fungus [Tooltip("Mouse texture to use when hovering mouse over object")] public Texture2D hoverCursor; + [Tooltip("Use the UI Event System to check for drag events. Clicks that hit an overlapping UI object will be ignored. Camera must have a PhysicsRaycaster component, or a Physics2DRaycaster for 2D colliders.")] + public bool useEventSystem; + protected Vector3 startingPosition; protected bool updatePosition = false; protected Vector3 newPosition; protected Vector3 delta = Vector3.zero; - protected virtual void Start() - { - // If the main camera doesn't already have a Physics2DRaycaster then add one automatically to - // use UI raycasts for hit detection. This allows UI to block clicks on objects behind. - if (Camera.main == null) - return; - - var raycast = Camera.main.GetComponent(); - if (raycast == null) - { - Camera.main.gameObject.AddComponent(); - } - } - protected virtual void LateUpdate() { // iTween will sometimes override the object position even if it should only be affecting the scale, rotation, etc. @@ -108,105 +97,181 @@ namespace Fungus return GameObject.FindObjectsOfType(); } - protected virtual void OnMouseEnter() + #region Legacy OnMouseX methods + protected virtual void OnMouseDown() { - changeCursor(hoverCursor); + if (!useEventSystem) + { + DoBeginDrag(); + } } - - protected virtual void OnMouseExit() + + protected virtual void OnMouseDrag() { - SetMouseCursor.ResetMouseCursor(); + if (!useEventSystem) + { + DoDrag(); + } + } + + protected virtual void OnMouseUp() + { + if (!useEventSystem) + { + DoEndDrag(); + } + } + + protected virtual void OnMouseEnter() + { + if (!useEventSystem) + { + DoPointerEnter(); + } } - protected virtual void changeCursor(Texture2D cursorTexture) + protected virtual void OnMouseExit() { - if (!dragEnabled) + if (!useEventSystem) { - return; + DoPointerExit(); } - - Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); } + #endregion - #region IBeginDragHandler implementation + #region Pointer and Drag handler implementations public void OnBeginDrag(PointerEventData eventData) { - // Offset the object so that the drag is anchored to the exact point where the user clicked it - float x = Input.mousePosition.x; - float y = Input.mousePosition.y; - delta = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - transform.position; - delta.z = 0f; - - startingPosition = transform.position; - - foreach (DragStarted handler in GetHandlers()) - { - handler.OnDragStarted(this); - } + if (useEventSystem) + { + DoBeginDrag(); + } } - #endregion - #region IDragHandler implementation - public void OnDrag(PointerEventData eventData) + public void OnDrag(PointerEventData eventData) { - if (!dragEnabled) - { - return; - } - - float x = Input.mousePosition.x; - float y = Input.mousePosition.y; - float z = transform.position.z; - - newPosition = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - delta; - newPosition.z = z; - updatePosition = true; + if (useEventSystem) + { + DoDrag(); + } } - #endregion - #region IEndHandler implementation - public void OnEndDrag(PointerEventData eventData) + public void OnEndDrag(PointerEventData eventData) { - if (!dragEnabled) - { - return; - } - - bool dragCompleted = false; - - DragCompleted[] handlers = GetHandlers(); - foreach (DragCompleted handler in handlers) - { - if (handler.draggableObject == this) - { - if (handler.IsOverTarget()) - { - handler.OnDragCompleted(this); - dragCompleted = true; - - if (returnOnCompleted) - { - LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo); - } - } - } - } - - if (!dragCompleted) - { - foreach (DragCancelled handler in GetHandlers()) - { - handler.OnDragCancelled(this); - } - - if (returnOnCancelled) - { - LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo); - } - } + if (useEventSystem) + { + DoEndDrag(); + } } - #endregion - } + public void OnPointerEnter(PointerEventData eventData) + { + if (useEventSystem) + { + DoPointerEnter(); + } + } + public void OnPointerExit(PointerEventData eventData) + { + if (useEventSystem) + { + DoPointerExit(); + } + } + #endregion + + protected virtual void DoBeginDrag() + { + // Offset the object so that the drag is anchored to the exact point where the user clicked it + float x = Input.mousePosition.x; + float y = Input.mousePosition.y; + delta = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - transform.position; + delta.z = 0f; + + startingPosition = transform.position; + + foreach (DragStarted handler in GetHandlers()) + { + handler.OnDragStarted(this); + } + } + + protected virtual void DoDrag() + { + if (!dragEnabled) + { + return; + } + + float x = Input.mousePosition.x; + float y = Input.mousePosition.y; + float z = transform.position.z; + + newPosition = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - delta; + newPosition.z = z; + updatePosition = true; + } + + protected virtual void DoEndDrag() + { + if (!dragEnabled) + { + return; + } + + bool dragCompleted = false; + + DragCompleted[] handlers = GetHandlers(); + foreach (DragCompleted handler in handlers) + { + if (handler.draggableObject == this) + { + if (handler.IsOverTarget()) + { + handler.OnDragCompleted(this); + dragCompleted = true; + + if (returnOnCompleted) + { + LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo); + } + } + } + } + + if (!dragCompleted) + { + foreach (DragCancelled handler in GetHandlers()) + { + handler.OnDragCancelled(this); + } + + if (returnOnCancelled) + { + LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo); + } + } + } + + protected virtual void DoPointerEnter() + { + ChangeCursor(hoverCursor); + } + + protected virtual void DoPointerExit() + { + SetMouseCursor.ResetMouseCursor(); + } + + protected virtual void ChangeCursor(Texture2D cursorTexture) + { + if (!dragEnabled) + { + return; + } + + Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto); + } + } } diff --git a/Assets/FungusExamples/DragAndDrop/DragAndDrop(EventSystem).unity b/Assets/FungusExamples/DragAndDrop/DragAndDrop(EventSystem).unity new file mode 100644 index 00000000..c830ea62 --- /dev/null +++ b/Assets/FungusExamples/DragAndDrop/DragAndDrop(EventSystem).unity @@ -0,0 +1,1809 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +SceneSettings: + m_ObjectHideFlags: 0 + m_PVSData: + m_PVSObjectsArray: [] + m_PVSPortalsArray: [] + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: .25 + backfaceThreshold: 100 +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 6 + m_Fog: 0 + m_FogColor: {r: .5, g: .5, b: .5, a: 1} + m_FogMode: 3 + m_FogDensity: .00999999978 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: .200000003, g: .200000003, b: .200000003, a: 1} + m_AmbientEquatorColor: {r: .200000003, g: .200000003, b: .200000003, a: 1} + m_AmbientGroundColor: {r: .200000003, g: .200000003, b: .200000003, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 3 + m_SkyboxMaterial: {fileID: 0} + m_HaloStrength: .5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} +--- !u!127 &3 +LevelGameManager: + m_ObjectHideFlags: 0 +--- !u!157 &4 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 5 + m_GIWorkflowMode: 1 + m_LightmapsMode: 1 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_TemporalCoherenceThreshold: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 3 + m_Resolution: 1 + m_BakeResolution: 50 + m_TextureWidth: 1024 + m_TextureHeight: 1024 + m_AOMaxDistance: 1 + m_Padding: 2 + m_CompAOExponent: 0 + m_LightmapParameters: {fileID: 0} + m_TextureCompression: 0 + m_FinalGather: 0 + m_FinalGatherRayCount: 1024 + m_LightmapSnapshot: {fileID: 0} + m_RuntimeCPUUsage: 25 +--- !u!196 &5 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 2 + agentRadius: .5 + agentHeight: 2 + agentSlope: 45 + agentClimb: .400000006 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + accuratePlacement: 0 + minRegionArea: 2 + cellSize: .166666657 + manualCellSize: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &19757133 +GameObject: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + serializedVersion: 4 + m_Component: + - 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Click and drag - events are handled by Blocks in the Flowchart.\n\nIf you click on the UI buttons - the clicks are correctly blocked from affecting the clickable / draggable objects - behind. \n\nNote the Camera has a Physics2DRaycaster component to allow this to - work. For 3D objects, use a Physics3DRaycaster on the camera instead." + info: 'This example shows using clickable and draggable sprites. Click and drag + events are handled by Blocks in the Flowchart using the Object Clicked and Drag + X event handlers. + + + By default, clickable and draggable objects will receive clicks "through" UI elements + like the buttons below. See the DragAndDrop(EventSystem) example for how block + these clicks on UI objects. + + +' --- !u!4 &1192690129 Transform: m_ObjectHideFlags: 0 @@ -674,7 +677,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -715,7 +717,7 @@ Prefab: objectReference: {fileID: 0} - target: {fileID: 400000, guid: 0e6bcf37a2876432fa58eff8888bf177, type: 2} propertyPath: m_RootOrder - value: 4 + value: 5 objectReference: {fileID: 0} - target: {fileID: 100000, guid: 0e6bcf37a2876432fa58eff8888bf177, type: 2} propertyPath: m_Name @@ -780,8 +782,7 @@ MonoBehaviour: m_SubmitButton: Submit m_CancelButton: Cancel m_InputActionsPerSecond: 10 - m_RepeatDelay: 0.5 - m_ForceModuleActive: 0 + m_AllowActivationOnMobileDevice: 0 --- !u!114 &1597904420 MonoBehaviour: m_ObjectHideFlags: 0 @@ -805,15 +806,14 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - 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