using UnityEngine;
using System.Collections;
///
/// this class shows one way to setup a virtual control setup (d-pad and two buttons). It illustrates a bunch of concepts
/// including recognizer layering (overlapping "up" button to get diagonals) and also how to detect only in this frame
/// if a button is down (attack button).
///
public class VirtualControls
{
public bool leftDown, upDown, rightDown, attackDown, jumpDown;
private float buttonWidth = 24f;
private float buttonHeight = 30f;
private TKAnyTouchRecognizer _leftRecognizer;
private TKAnyTouchRecognizer _rightRecognizer;
private TKAnyTouchRecognizer _upRecognizer;
private TKButtonRecognizer _attackRecognizer;
private TKButtonRecognizer _jumpRecognizer;
public TKRect leftRect { get { return _leftRecognizer.boundaryFrame.Value; } }
public TKRect rightRect { get { return _rightRecognizer.boundaryFrame.Value; } }
public TKRect upRect { get { return _upRecognizer.boundaryFrame.Value; } }
public TKRect attackRect { get { return _attackRecognizer.boundaryFrame.Value; } }
public TKRect jumpRect { get { return _jumpRecognizer.boundaryFrame.Value; } }
public VirtualControls()
{
// if we have something like the iPad with a squarish aspect ratio adjust the button height to be a bit smaller
if( Camera.main.aspect < 1.7f )
{
buttonHeight *= Camera.main.aspect / 1.7f;
buttonWidth *= Camera.main.aspect / 1.7f;
}
setupRecognizers();
}
public void update()
{
// reset our state
leftDown = upDown = rightDown = attackDown = jumpDown = false;
// first update our touches then use our recognizers to set our state
TouchKit.updateTouches();
leftDown = _leftRecognizer.state == TKGestureRecognizerState.RecognizedAndStillRecognizing;
rightDown = _rightRecognizer.state == TKGestureRecognizerState.RecognizedAndStillRecognizing;
upDown = _upRecognizer.state == TKGestureRecognizerState.RecognizedAndStillRecognizing;
jumpDown = _jumpRecognizer.state == TKGestureRecognizerState.RecognizedAndStillRecognizing;
}
public void createDebugQuads()
{
createQuadButton( leftRect, Color.green );
createQuadButton( rightRect, Color.green );
createQuadButton( upRect, Color.white );
createQuadButton( attackRect, Color.cyan );
createQuadButton( jumpRect, Color.magenta );
}
void createQuadButton( TKRect rect, Color color )
{
color.a = 0.2f;
// find the center point in Unity units
var center = Camera.main.ScreenToWorldPoint( rect.center );
center.z = 0;
// create the quad button
var button = GameObject.CreatePrimitive( PrimitiveType.Quad );
button.transform.position = center;
button.GetComponent().material.shader = Shader.Find( "Sprites/Default" );
button.GetComponent().material.color = color;
// scale the quad button accordingly
button.transform.localScale = new Vector3
(
TouchKit.instance.pixelsToUnityUnitsMultiplier.x * rect.width,
TouchKit.instance.pixelsToUnityUnitsMultiplier.y * rect.height
);
}
void setupRecognizers()
{
// left button
_leftRecognizer = new TKAnyTouchRecognizer( new TKRect( 0f, 0f, buttonWidth, buttonHeight ) );
TouchKit.addGestureRecognizer( _leftRecognizer );
// right button
_rightRecognizer = new TKAnyTouchRecognizer( new TKRect( buttonWidth + 1f, 0f, buttonWidth, buttonHeight ) );
TouchKit.addGestureRecognizer( _rightRecognizer );
// up button. we place it 70% of the way up the other two buttons allowing some overlap
_upRecognizer = new TKAnyTouchRecognizer( new TKRect( 0f, buttonHeight * 0.7f, buttonWidth * 2f + 1f, 20f ) );
TouchKit.addGestureRecognizer( _upRecognizer );
// attack button. we use the onSelectedEvent here because we only want to know the exact frame it was pressed
_attackRecognizer = new TKButtonRecognizer( new TKRect( TouchKit.instance.designTimeResolution.x - buttonWidth * 2f, 0, buttonWidth, buttonHeight ), 0f );
_attackRecognizer.onSelectedEvent += ( r ) =>
{
attackDown = true;
};
TouchKit.addGestureRecognizer( _attackRecognizer );
// jump button
_jumpRecognizer = new TKButtonRecognizer( new TKRect( TouchKit.instance.designTimeResolution.x - buttonWidth, 0, buttonWidth, buttonHeight ), 0f );
TouchKit.addGestureRecognizer( _jumpRecognizer );
}
}