final fix for build bug. optimized

This commit is contained in:
dddushesss 2022-01-16 05:38:22 +03:00
parent d75d52df94
commit 196b483125
342 changed files with 78 additions and 5708 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JoystickPlayerExample : MonoBehaviour
{
public float speed;
public VariableJoystick variableJoystick;
public Rigidbody rb;
public void FixedUpdate()
{
Vector3 direction = Vector3.forward * variableJoystick.Vertical + Vector3.right * variableJoystick.Horizontal;
rb.AddForce(direction * speed * Time.fixedDeltaTime, ForceMode.VelocityChange);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class JoystickSetterExample : MonoBehaviour
{
public VariableJoystick variableJoystick;
public Text valueText;
public Image background;
public Sprite[] axisSprites;
public void ModeChanged(int index)
{
switch(index)
{
case 0:
variableJoystick.SetMode(JoystickType.Fixed);
break;
case 1:
variableJoystick.SetMode(JoystickType.Floating);
break;
case 2:
variableJoystick.SetMode(JoystickType.Dynamic);
break;
default:
break;
}
}
public void AxisChanged(int index)
{
switch (index)
{
case 0:
variableJoystick.AxisOptions = AxisOptions.Both;
background.sprite = axisSprites[index];
break;
case 1:
variableJoystick.AxisOptions = AxisOptions.Horizontal;
background.sprite = axisSprites[index];
break;
case 2:
variableJoystick.AxisOptions = AxisOptions.Vertical;
background.sprite = axisSprites[index];
break;
default:
break;
}
}
public void SnapX(bool value)
{
variableJoystick.SnapX = value;
}
public void SnapY(bool value)
{
variableJoystick.SnapY = value;
}
private void Update()
{
valueText.text = "Current Value: " + variableJoystick.Direction;
}
}

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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using System;
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
@ -10,8 +8,6 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } }
public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } }
public Action OnTouchDown, OnTouchUp;
public float HandleRange
{
get { return handleRange; }
@ -38,14 +34,20 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
[SerializeField] private RectTransform handle = null;
private RectTransform baseRect = null;
public Action OnTouchUp;
public Action OnTouchDown;
public Action<Vector2> OnDrug;
private Canvas canvas;
private Camera cam;
private bool _isPressed;
public bool IsPressed => _isPressed;
private Vector2 input = Vector2.zero;
protected virtual void Start()
{
//IsTouchedUP = true;
HandleRange = handleRange;
DeadZone = deadZone;
baseRect = GetComponent<RectTransform>();
@ -59,12 +61,14 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
handle.anchorMax = center;
handle.pivot = center;
handle.anchoredPosition = Vector2.zero;
_isPressed = false;
}
public virtual void OnPointerDown(PointerEventData eventData)
{
OnDrag(eventData);
OnTouchDown?.Invoke();
_isPressed = true;
}
public void OnDrag(PointerEventData eventData)
@ -79,6 +83,7 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
FormatInput();
HandleInput(input.magnitude, input.normalized, radius, cam);
handle.anchoredPosition = input * radius * handleRange;
OnDrug.Invoke(Direction);
}
protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
@ -139,6 +144,7 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
input = Vector2.zero;
handle.anchoredPosition = Vector2.zero;
OnTouchUp?.Invoke();
_isPressed = false;
}
protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)

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using System;
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class FloatingJoystick : Joystick
{
//public Action OnTouchDown, OnTouchUp;
public bool isPressed { get; set; }
protected override void Start()
{
base.Start();
@ -19,13 +16,11 @@ public class FloatingJoystick : Joystick
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
background.gameObject.SetActive(true);
base.OnPointerDown(eventData);
//OnTouchDown?.Invoke();
}
public override void OnPointerUp(PointerEventData eventData)
{
background.gameObject.SetActive(false);
base.OnPointerUp(eventData);
//OnTouchUp?.Invoke();
}
}
}

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