using System;
using System.Collections.Generic;
using UnityEngine;
namespace FairyGUI
{
///
/// 滑动手势。你可以通过onBegin+onMove+onEnd关心整个滑动过程,也可以只使用onAction关注最后的滑动结果。滑动结果包括方向和加速度,可以从position和velocity获得。
/// 注意onAction仅当滑动超过一定距离(actionDistance)时才触发。
///
public class SwipeGesture : EventDispatcher
{
///
///
///
public GObject host { get; private set; }
///
/// 当手指开始扫动时派发该事件。
///
public EventListener onBegin { get; private set; }
///
/// 手指离开屏幕时派发该事件。
///
public EventListener onEnd { get; private set; }
///
/// 手指在滑动时派发该事件。
///
public EventListener onMove { get; private set; }
///
/// 当手指从按下到离开经过的距离大于actionDistance时派发该事件。
///
public EventListener onAction { get; private set; }
///
/// 手指离开时的加速度
///
public Vector2 velocity;
///
/// 你可以在onBegin事件中设置这个值,那个后续将根据手指移动的距离修改这个值。如果不设置,那position初始为(0,0),反映手指扫过的距离。
///
public Vector2 position;
///
/// 移动的变化值
///
public Vector2 delta;
///
/// The min distance to fire onAction event
/// 派发onAction事件的最小距离。如果手指扫过的距离少于此值,onAction不会触发(但onEnd仍然会派发)
///
public int actionDistance;
///
/// 是否把变化量强制为整数。默认true。
///
public bool snapping;
Vector2 _startPoint;
Vector2 _lastPoint;
float _time;
bool _started;
bool _touchBegan;
public static int ACTION_DISTANCE = 200;
public SwipeGesture(GObject host)
{
this.host = host;
actionDistance = ACTION_DISTANCE;
snapping = true;
Enable(true);
onBegin = new EventListener(this, "onSwipeBegin");
onEnd = new EventListener(this, "onSwipeEnd");
onMove = new EventListener(this, "onSwipeMove");
onAction = new EventListener(this, "onnSwipeAction");
}
public void Dispose()
{
Enable(false);
host = null;
}
public void Enable(bool value)
{
if (value)
{
if (host == GRoot.inst)
{
Stage.inst.onTouchBegin.Add(__touchBegin);
Stage.inst.onTouchMove.Add(__touchMove);
Stage.inst.onTouchEnd.Add(__touchEnd);
}
else
{
host.onTouchBegin.Add(__touchBegin);
host.onTouchMove.Add(__touchMove);
host.onTouchEnd.Add(__touchEnd);
}
}
else
{
_started = false;
_touchBegan = false;
if (host == GRoot.inst)
{
Stage.inst.onTouchBegin.Remove(__touchBegin);
Stage.inst.onTouchMove.Remove(__touchMove);
Stage.inst.onTouchEnd.Remove(__touchEnd);
}
else
{
host.onTouchBegin.Remove(__touchBegin);
host.onTouchMove.Remove(__touchMove);
host.onTouchEnd.Remove(__touchEnd);
}
}
}
void __touchBegin(EventContext context)
{
if (Stage.inst.touchCount > 1)
{
_touchBegan = false;
if (_started)
{
_started = false;
onEnd.Call(context.inputEvent);
}
return;
}
InputEvent evt = context.inputEvent;
_startPoint = _lastPoint = host.GlobalToLocal(new Vector2(evt.x, evt.y));
_lastPoint = _startPoint;
_time = Time.unscaledTime;
_started = false;
velocity = Vector2.zero;
position = Vector2.zero;
_touchBegan = true;
context.CaptureTouch();
}
void __touchMove(EventContext context)
{
if (!_touchBegan || Stage.inst.touchCount > 1)
return;
InputEvent evt = context.inputEvent;
Vector2 pt = host.GlobalToLocal(new Vector2(evt.x, evt.y));
delta = pt - _lastPoint;
if (snapping)
{
delta.x = Mathf.Round(delta.x);
delta.y = Mathf.Round(delta.y);
if (delta.x == 0 && delta.y == 0)
return;
}
float deltaTime = Time.unscaledDeltaTime;
float elapsed = (Time.unscaledTime - _time) * 60 - 1;
if (elapsed > 1) //速度衰减
velocity = velocity * Mathf.Pow(0.833f, elapsed);
velocity = Vector3.Lerp(velocity, delta / deltaTime, deltaTime * 10);
_time = Time.unscaledTime;
position += delta;
_lastPoint = pt;
if (!_started)
{ //灵敏度检查,为了和点击区分
int sensitivity;
if (Stage.touchScreen)
sensitivity = UIConfig.touchDragSensitivity;
else
sensitivity = 5;
if (Mathf.Abs(delta.x) < sensitivity && Mathf.Abs(delta.y) < sensitivity)
return;
_started = true;
onBegin.Call(evt);
}
onMove.Call(evt);
}
void __touchEnd(EventContext context)
{
_touchBegan = false;
if (!_started)
return;
_started = false;
InputEvent evt = context.inputEvent;
Vector2 pt = host.GlobalToLocal(new Vector2(evt.x, evt.y));
delta = pt - _lastPoint;
if (snapping)
{
delta.x = Mathf.Round(delta.x);
delta.y = Mathf.Round(delta.y);
}
position += delta;
//更新速度
float elapsed = (Time.unscaledTime - _time) * 60 - 1;
if (elapsed > 1)
velocity = velocity * Mathf.Pow(0.833f, elapsed);
if (snapping)
{
velocity.x = Mathf.Round(velocity.x);
velocity.y = Mathf.Round(velocity.y);
}
onEnd.Call(evt);
pt -= _startPoint;
if (Mathf.Abs(pt.x) > actionDistance || Mathf.Abs(pt.y) > actionDistance)
onAction.Call(evt);
}
}
}