final fix for build bug. optimized
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class JoystickPlayerExample : MonoBehaviour
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{
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public float speed;
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public VariableJoystick variableJoystick;
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public Rigidbody rb;
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public void FixedUpdate()
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{
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Vector3 direction = Vector3.forward * variableJoystick.Vertical + Vector3.right * variableJoystick.Horizontal;
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rb.AddForce(direction * speed * Time.fixedDeltaTime, ForceMode.VelocityChange);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class JoystickSetterExample : MonoBehaviour
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{
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public VariableJoystick variableJoystick;
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public Text valueText;
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public Image background;
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public Sprite[] axisSprites;
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public void ModeChanged(int index)
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{
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switch(index)
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{
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case 0:
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variableJoystick.SetMode(JoystickType.Fixed);
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break;
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case 1:
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variableJoystick.SetMode(JoystickType.Floating);
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break;
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case 2:
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variableJoystick.SetMode(JoystickType.Dynamic);
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break;
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default:
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break;
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}
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}
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public void AxisChanged(int index)
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{
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switch (index)
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{
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case 0:
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variableJoystick.AxisOptions = AxisOptions.Both;
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background.sprite = axisSprites[index];
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break;
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case 1:
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variableJoystick.AxisOptions = AxisOptions.Horizontal;
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background.sprite = axisSprites[index];
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break;
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case 2:
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variableJoystick.AxisOptions = AxisOptions.Vertical;
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background.sprite = axisSprites[index];
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break;
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default:
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break;
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}
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}
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public void SnapX(bool value)
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{
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variableJoystick.SnapX = value;
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}
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public void SnapY(bool value)
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{
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variableJoystick.SnapY = value;
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}
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private void Update()
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{
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valueText.text = "Current Value: " + variableJoystick.Direction;
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}
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}
|
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@ -1,8 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using System;
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public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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@ -10,8 +8,6 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
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public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } }
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public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } }
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public Action OnTouchDown, OnTouchUp;
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public float HandleRange
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{
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get { return handleRange; }
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@ -38,14 +34,20 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
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[SerializeField] private RectTransform handle = null;
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private RectTransform baseRect = null;
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public Action OnTouchUp;
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public Action OnTouchDown;
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public Action<Vector2> OnDrug;
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private Canvas canvas;
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private Camera cam;
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private bool _isPressed;
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public bool IsPressed => _isPressed;
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private Vector2 input = Vector2.zero;
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protected virtual void Start()
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{
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//IsTouchedUP = true;
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HandleRange = handleRange;
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DeadZone = deadZone;
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baseRect = GetComponent<RectTransform>();
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@ -59,12 +61,14 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
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handle.anchorMax = center;
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handle.pivot = center;
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handle.anchoredPosition = Vector2.zero;
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_isPressed = false;
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}
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public virtual void OnPointerDown(PointerEventData eventData)
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{
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OnDrag(eventData);
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OnTouchDown?.Invoke();
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_isPressed = true;
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}
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public void OnDrag(PointerEventData eventData)
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@ -79,6 +83,7 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
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FormatInput();
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HandleInput(input.magnitude, input.normalized, radius, cam);
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handle.anchoredPosition = input * radius * handleRange;
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OnDrug.Invoke(Direction);
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}
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protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
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@ -139,6 +144,7 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint
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input = Vector2.zero;
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handle.anchoredPosition = Vector2.zero;
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OnTouchUp?.Invoke();
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_isPressed = false;
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}
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protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
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|
@ -1,13 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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|
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public class FloatingJoystick : Joystick
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{
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//public Action OnTouchDown, OnTouchUp;
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public bool isPressed { get; set; }
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protected override void Start()
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{
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base.Start();
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@ -19,13 +16,11 @@ public class FloatingJoystick : Joystick
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background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
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background.gameObject.SetActive(true);
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base.OnPointerDown(eventData);
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//OnTouchDown?.Invoke();
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}
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public override void OnPointerUp(PointerEventData eventData)
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{
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background.gameObject.SetActive(false);
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base.OnPointerUp(eventData);
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//OnTouchUp?.Invoke();
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}
|
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}
|
||||
}
|
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