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using System;
using UnityEngine;
public class ScreenJoystick : MonoBehaviour, IVirtualJoystick
{
public Vector2 Delta { get; private set; }
private Collider2D[] hitBuffer = new Collider2D[20];
private Controller myController = new Controller();
private int touchId = -1;
private void FixedUpdate()
{
this.myController.Update();
if (this.touchId <= -1)
{
for (int i = 0; i < this.myController.Touches.Length; i++)
{
Controller.TouchState touchState = this.myController.Touches[i];
if (touchState.TouchStart)
{
bool flag = false;
int num = Physics2D.OverlapPointNonAlloc(touchState.Position, this.hitBuffer, Constants.NotShipMask);
for (int j = 0; j < num; j++)
{
Collider2D collider2D = this.hitBuffer[j];
if (collider2D.GetComponent<ButtonBehavior>() || collider2D.GetComponent<PassiveButton>())
{
flag = true;
break;
}
}
if (!flag)
{
this.touchId = i;
return;
}
}
}
return;
}
Controller.TouchState touchState2 = this.myController.Touches[this.touchId];
if (touchState2.IsDown)
{
Vector2 b = Camera.main.ViewportToWorldPoint(new Vector2(0.5f, 0.5f));
this.Delta = (touchState2.Position - b).normalized;
return;
}
this.touchId = -1;
this.Delta = Vector2.zero;
}
}
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