Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/Cooldhands/UICursorStandaloneInputModule.cs
2026-03-04 10:03:45 +08:00

665 lines
18 KiB
C#

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace Cooldhands
{
public class UICursorStandaloneInputModule : UICursorInputModule, IUICursor
{
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public enum InputMode
{
Mouse = 0,
Buttons = 1
}
[Tooltip("Should the hardware pointer be hidden?")]
[SerializeField]
private bool m_HideHardwarePointer;
private float referenceResolutionWidth = 800f;
private float m_PrevActionTime;
private Vector2 m_LastMoveVector;
private int m_ConsecutiveMoveCount;
private Vector2 m_LastMousePosition;
private Vector2 m_MousePosition;
private GameObject m_CurrentFocusedGameObject;
private PointerEventData m_InputPointerEvent;
private GameObject m_lastGameObjectOver;
[SerializeField]
private string m_SubmitButton = "Submit";
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10f;
[SerializeField]
private float m_RepeatDelay = 0.5f;
[SerializeField]
[FormerlySerializedAs("m_AllowActivationOnMobileDevice")]
private bool m_ForceModuleActive;
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public InputMode inputMode => InputMode.Mouse;
[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead (UnityUpgradable) -> forceModuleActive")]
public bool allowActivationOnMobileDevice
{
get
{
return m_ForceModuleActive;
}
set
{
m_ForceModuleActive = value;
}
}
public bool HideHardwarePointer
{
get
{
return m_HideHardwarePointer;
}
set
{
m_HideHardwarePointer = value;
Cursor.visible = !value;
}
}
public bool forceModuleActive
{
get
{
return m_ForceModuleActive;
}
set
{
m_ForceModuleActive = value;
}
}
public float inputActionsPerSecond
{
get
{
return m_InputActionsPerSecond;
}
set
{
m_InputActionsPerSecond = value;
}
}
public float repeatDelay
{
get
{
return m_RepeatDelay;
}
set
{
m_RepeatDelay = value;
}
}
public string submitButton
{
get
{
return m_SubmitButton;
}
set
{
m_SubmitButton = value;
}
}
public string cancelButton
{
get
{
return m_CancelButton;
}
set
{
m_CancelButton = value;
}
}
public Vector2 CursorPosition
{
get
{
if (m_cursor != null)
{
return m_cursor.RectTransform.position;
}
return Vector2.zero;
}
set
{
SetCursorPosition(value);
}
}
protected UICursorStandaloneInputModule()
{
}
private bool ShouldIgnoreEventsOnNoFocus()
{
OperatingSystemFamily operatingSystemFamily = SystemInfo.operatingSystemFamily;
if ((uint)(operatingSystemFamily - 1) <= 2u)
{
return true;
}
return false;
}
protected override void OnEnable()
{
UICursorController.current = this;
base.OnEnable();
}
protected override void OnDisable()
{
UICursorController.current = null;
base.OnDisable();
}
protected override void OnClickPress()
{
m_cursor.OnClick();
}
public void SetCursorPosition(Vector2 position)
{
m_CursorPosition = position;
SetCursorBounds();
m_cursor.RectTransform.position = m_CursorPosition;
}
public override void UpdateModule()
{
if ((Cursor.visible && m_HideHardwarePointer) || (!Cursor.visible && !m_HideHardwarePointer))
{
Cursor.visible = !m_HideHardwarePointer;
}
if (m_cursor == null)
{
Debug.LogError("UICursorStandaloneInputModule: The cursor has not been set");
base.enabled = false;
return;
}
float num = (float)Screen.width * m_cursor.m_Speed / referenceResolutionWidth;
m_CursorPosition += num * new Vector2(m_inputX, m_inputY) * Time.unscaledDeltaTime;
SetCursorBounds();
m_cursor.RectTransform.position = m_CursorPosition;
if (!base.eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
{
if (m_InputPointerEvent != null && m_InputPointerEvent.pointerDrag != null && m_InputPointerEvent.dragging)
{
ReleaseMouse(m_InputPointerEvent, m_InputPointerEvent.pointerCurrentRaycast.gameObject);
}
m_InputPointerEvent = null;
}
else
{
m_LastMousePosition = m_MousePosition;
m_MousePosition = base.input.mousePosition;
}
}
private void ProcessOverGameObject(PointerEventData pointerEvent)
{
if (pointerEvent != null && IsPointerOverGameObject(pointerEvent.pointerId))
{
if (m_lastGameObjectOver != pointerEvent.pointerCurrentRaycast.gameObject)
{
GameObject eventHandler = ExecuteEvents.GetEventHandler<IPointerDownHandler>(pointerEvent.pointerCurrentRaycast.gameObject);
if (eventHandler == null)
{
eventHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(pointerEvent.pointerCurrentRaycast.gameObject);
}
if (eventHandler != null)
{
m_cursor.ClickableElement = pointerEvent.pointerCurrentRaycast.gameObject;
}
else
{
m_cursor.ClickableElement = null;
}
m_cursor.OnClickableElementChanged();
m_lastGameObjectOver = pointerEvent.pointerCurrentRaycast.gameObject;
}
}
else
{
if (m_lastGameObjectOver != null)
{
m_cursor.ClickableElement = null;
m_cursor.OnClickableElementChanged();
}
m_lastGameObjectOver = null;
}
}
private void ReleaseMouse(PointerEventData pointerEvent, GameObject currentOverGo)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
GameObject eventHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
if (pointerEvent.pointerPress == eventHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
}
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
if (currentOverGo != pointerEvent.pointerEnter)
{
HandlePointerExitAndEnter(pointerEvent, null);
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
}
m_InputPointerEvent = pointerEvent;
}
public override bool IsModuleSupported()
{
if (!m_ForceModuleActive && !base.input.mousePresent)
{
return base.input.touchSupported;
}
return true;
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
{
return false;
}
bool flag = m_ForceModuleActive;
flag |= base.input.GetButtonDown(m_SubmitButton);
flag |= base.input.GetButtonDown(m_CancelButton);
flag |= GetClickButtonDown();
flag |= !Mathf.Approximately(GetHorizontalAxis(), 0f);
flag |= !Mathf.Approximately(GetVerticalAxis(), 0f);
flag |= !Mathf.Approximately(GetScrollAxis(), 0f);
flag |= !Mathf.Approximately(base.input.GetAxisRaw(m_HorizontalAxis), 0f);
flag |= !Mathf.Approximately(base.input.GetAxisRaw(m_VerticalAxis), 0f);
flag |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0f;
if (base.input.mousePresent)
{
flag |= base.input.GetMouseButtonDown(0);
}
if (base.input.touchCount > 0)
{
flag = true;
}
return flag;
}
public override void ActivateModule()
{
if (base.eventSystem.isFocused || !ShouldIgnoreEventsOnNoFocus())
{
base.ActivateModule();
m_MousePosition = base.input.mousePosition;
m_LastMousePosition = base.input.mousePosition;
GameObject gameObject = base.eventSystem.currentSelectedGameObject;
if (gameObject == null)
{
gameObject = base.eventSystem.firstSelectedGameObject;
}
base.eventSystem.SetSelectedGameObject(gameObject, GetBaseEventData());
}
}
public override void DeactivateModule()
{
base.DeactivateModule();
ClearSelection();
}
public override void Process()
{
if (!base.eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
{
return;
}
bool flag = SendUpdateEventToSelectedObject();
if (!ProcessTouchEvents())
{
ProcessMouseEvent();
}
if (base.eventSystem.sendNavigationEvents)
{
if (!flag)
{
flag |= SendMoveEventToSelectedObject();
}
if (!flag)
{
SendSubmitEventToSelectedObject();
}
}
}
private bool ProcessTouchEvents()
{
for (int i = 0; i < base.input.touchCount; i++)
{
Touch touch = base.input.GetTouch(i);
if (touch.type != TouchType.Indirect)
{
bool pressed;
bool released;
PointerEventData touchPointerEventData = GetTouchPointerEventData(touch, out pressed, out released);
ProcessTouchPress(touchPointerEventData, pressed, released);
if (!released)
{
ProcessOverGameObject(touchPointerEventData);
ProcessMove(touchPointerEventData);
ProcessDrag(touchPointerEventData);
}
else
{
RemovePointerData(touchPointerEventData);
}
}
}
return base.input.touchCount > 0;
}
protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
{
GameObject gameObject = pointerEvent.pointerCurrentRaycast.gameObject;
if (pressed)
{
OnClickPress();
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(gameObject, pointerEvent);
if (pointerEvent.pointerEnter != gameObject)
{
HandlePointerExitAndEnter(pointerEvent, gameObject);
pointerEvent.pointerEnter = gameObject;
}
GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy(gameObject, pointerEvent, ExecuteEvents.pointerDownHandler);
if (gameObject2 == null)
{
gameObject2 = ExecuteEvents.GetEventHandler<IPointerClickHandler>(gameObject);
}
float unscaledTime = Time.unscaledTime;
if (gameObject2 == pointerEvent.lastPress)
{
if (unscaledTime - pointerEvent.clickTime < 0.3f)
{
int clickCount = pointerEvent.clickCount + 1;
pointerEvent.clickCount = clickCount;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.clickTime = unscaledTime;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = gameObject2;
pointerEvent.rawPointerPress = gameObject;
pointerEvent.clickTime = unscaledTime;
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(gameObject);
if (pointerEvent.pointerDrag != null)
{
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
m_InputPointerEvent = pointerEvent;
}
if (released)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
GameObject eventHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(gameObject);
if (pointerEvent.pointerPress == eventHandler && pointerEvent.eligibleForClick)
{
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerClickHandler);
}
else if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(gameObject, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
}
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
pointerEvent.pointerEnter = null;
m_InputPointerEvent = pointerEvent;
}
}
protected bool SendSubmitEventToSelectedObject()
{
if (base.eventSystem.currentSelectedGameObject == null)
{
return false;
}
BaseEventData baseEventData = GetBaseEventData();
if (base.input.GetButtonDown(m_SubmitButton))
{
ExecuteEvents.Execute(base.eventSystem.currentSelectedGameObject, baseEventData, ExecuteEvents.submitHandler);
}
if (base.input.GetButtonDown(m_CancelButton))
{
ExecuteEvents.Execute(base.eventSystem.currentSelectedGameObject, baseEventData, ExecuteEvents.cancelHandler);
}
return baseEventData.used;
}
private Vector2 GetRawMoveVector()
{
Vector2 zero = Vector2.zero;
zero.x = base.input.GetAxisRaw(m_HorizontalAxis);
zero.y = base.input.GetAxisRaw(m_VerticalAxis);
if (base.input.GetButtonDown(m_HorizontalAxis))
{
if (zero.x < 0f)
{
zero.x = -1f;
}
if (zero.x > 0f)
{
zero.x = 1f;
}
}
if (base.input.GetButtonDown(m_VerticalAxis))
{
if (zero.y < 0f)
{
zero.y = -1f;
}
if (zero.y > 0f)
{
zero.y = 1f;
}
}
return zero;
}
protected bool SendMoveEventToSelectedObject()
{
float unscaledTime = Time.unscaledTime;
Vector2 rawMoveVector = GetRawMoveVector();
if (Mathf.Approximately(rawMoveVector.x, 0f) && Mathf.Approximately(rawMoveVector.y, 0f))
{
m_ConsecutiveMoveCount = 0;
return false;
}
bool flag = Vector2.Dot(rawMoveVector, m_LastMoveVector) > 0f;
if (flag && m_ConsecutiveMoveCount == 1)
{
if (unscaledTime <= m_PrevActionTime + m_RepeatDelay)
{
return false;
}
}
else if (unscaledTime <= m_PrevActionTime + 1f / m_InputActionsPerSecond)
{
return false;
}
AxisEventData axisEventData = GetAxisEventData(rawMoveVector.x, rawMoveVector.y, 0.6f);
if (axisEventData.moveDir != MoveDirection.None)
{
ExecuteEvents.Execute(base.eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
if (!flag)
{
m_ConsecutiveMoveCount = 0;
}
m_ConsecutiveMoveCount++;
m_PrevActionTime = unscaledTime;
m_LastMoveVector = rawMoveVector;
}
else
{
m_ConsecutiveMoveCount = 0;
}
return axisEventData.used;
}
protected void ProcessMouseEvent()
{
ProcessMouseEvent(0);
}
[Obsolete("This method is no longer checked, overriding it with return true does nothing!")]
protected virtual bool ForceAutoSelect()
{
return false;
}
protected void ProcessMouseEvent(int id)
{
MouseState mousePointerEventData = GetMousePointerEventData(id);
MouseButtonEventData eventData = mousePointerEventData.GetButtonState(PointerEventData.InputButton.Left).eventData;
m_CurrentFocusedGameObject = eventData.buttonData.pointerCurrentRaycast.gameObject;
ProcessMousePress(eventData);
ProcessMove(eventData.buttonData);
ProcessDrag(eventData.buttonData);
ProcessOverGameObject(eventData.buttonData);
ProcessMousePress(mousePointerEventData.GetButtonState(PointerEventData.InputButton.Right).eventData);
ProcessDrag(mousePointerEventData.GetButtonState(PointerEventData.InputButton.Right).eventData.buttonData);
ProcessMousePress(mousePointerEventData.GetButtonState(PointerEventData.InputButton.Middle).eventData);
ProcessDrag(mousePointerEventData.GetButtonState(PointerEventData.InputButton.Middle).eventData.buttonData);
if (!Mathf.Approximately(eventData.buttonData.scrollDelta.sqrMagnitude, 0f))
{
ExecuteEvents.ExecuteHierarchy(ExecuteEvents.GetEventHandler<IScrollHandler>(eventData.buttonData.pointerCurrentRaycast.gameObject), eventData.buttonData, ExecuteEvents.scrollHandler);
}
}
protected bool SendUpdateEventToSelectedObject()
{
if (base.eventSystem.currentSelectedGameObject == null)
{
return false;
}
BaseEventData baseEventData = GetBaseEventData();
ExecuteEvents.Execute(base.eventSystem.currentSelectedGameObject, baseEventData, ExecuteEvents.updateSelectedHandler);
return baseEventData.used;
}
protected void ProcessMousePress(MouseButtonEventData data)
{
PointerEventData buttonData = data.buttonData;
GameObject gameObject = buttonData.pointerCurrentRaycast.gameObject;
if (data.PressedThisFrame())
{
buttonData.eligibleForClick = true;
buttonData.delta = Vector2.zero;
buttonData.dragging = false;
buttonData.useDragThreshold = true;
buttonData.pressPosition = buttonData.position;
buttonData.pointerPressRaycast = buttonData.pointerCurrentRaycast;
DeselectIfSelectionChanged(gameObject, buttonData);
GameObject gameObject2 = ExecuteEvents.ExecuteHierarchy(gameObject, buttonData, ExecuteEvents.pointerDownHandler);
if (gameObject2 == null)
{
gameObject2 = ExecuteEvents.GetEventHandler<IPointerClickHandler>(gameObject);
}
float unscaledTime = Time.unscaledTime;
if (gameObject2 == buttonData.lastPress)
{
if (unscaledTime - buttonData.clickTime < 0.3f)
{
int clickCount = buttonData.clickCount + 1;
buttonData.clickCount = clickCount;
}
else
{
buttonData.clickCount = 1;
}
buttonData.clickTime = unscaledTime;
}
else
{
buttonData.clickCount = 1;
}
buttonData.pointerPress = gameObject2;
buttonData.rawPointerPress = gameObject;
buttonData.clickTime = unscaledTime;
buttonData.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(gameObject);
if (buttonData.pointerDrag != null)
{
ExecuteEvents.Execute(buttonData.pointerDrag, buttonData, ExecuteEvents.initializePotentialDrag);
}
m_InputPointerEvent = buttonData;
}
if (data.ReleasedThisFrame())
{
ReleaseMouse(buttonData, gameObject);
}
}
protected GameObject GetCurrentFocusedGameObject()
{
return m_CurrentFocusedGameObject;
}
}
}