mirror of
https://github.com/hanzoai/ProjectTinySamples.git
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120 lines
4.1 KiB
C#
120 lines
4.1 KiB
C#
using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Physics;
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using Unity.Physics.Systems;
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using Unity.Tiny.Input;
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using Unity.Tiny.Rendering;
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namespace TinyPhysics.Systems
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{
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/// <summary>
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/// Translate mouse and touch inputs into overrideable functions
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/// Create a convenience function to detect object under pointer
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/// </summary>
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public abstract class PointerSystemBase : SystemBase
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{
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protected InputSystem m_InputSystem;
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protected ScreenToWorld m_ScreenToWorld;
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protected CollisionFilter m_CollisionFilter;
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protected float m_RayDistance = 100f;
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protected override void OnCreate()
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{
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m_InputSystem = World.GetExistingSystem<InputSystem>();
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m_ScreenToWorld = World.GetExistingSystem<ScreenToWorld>();
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// Category names are defined in Assets/PhysicsCategoryNames and assgined to PhysicsShape components in Editor
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m_CollisionFilter = new CollisionFilter
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{
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BelongsTo = 1u << 30, // Set raycast to Input category
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CollidesWith = 0xffffffff, // Target everything
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GroupIndex = 0,
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};
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}
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protected override void OnUpdate()
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{
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// Touch
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if (m_InputSystem.IsTouchSupported() && m_InputSystem.TouchCount() > 0)
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{
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for (var i = 0; i < m_InputSystem.TouchCount(); i++)
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{
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var touch = m_InputSystem.GetTouch(i);
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var inputPos = new float2(touch.x, touch.y);
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switch (touch.phase)
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{
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case TouchState.Began:
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OnInputDown(i, inputPos);
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break;
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case TouchState.Moved:
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var inputDelta = new float2(touch.deltaX, touch.deltaY);
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OnInputMove(i, inputPos, inputDelta);
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break;
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case TouchState.Stationary:
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break;
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case TouchState.Ended:
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OnInputUp(i, inputPos);
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break;
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case TouchState.Canceled:
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OnInputCanceled(i);
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break;
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}
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}
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}
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// Mouse
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else if (m_InputSystem.IsMousePresent())
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{
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var inputPos = m_InputSystem.GetInputPosition();
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if (m_InputSystem.GetMouseButtonDown(0))
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{
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OnInputDown(-1, inputPos);
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}
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else if (m_InputSystem.GetMouseButton(0))
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{
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OnInputMove(-1, inputPos, m_InputSystem.GetInputDelta());
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}
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else if (m_InputSystem.GetMouseButtonUp(0))
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{
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OnInputUp(-1, inputPos);
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}
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}
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}
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protected abstract void OnInputDown(int pointerId, float2 inputPos);
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protected abstract void OnInputMove(int pointerId, float2 inputPos, float2 inputDelta);
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protected abstract void OnInputUp(int pointerId, float2 inputPos);
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protected abstract void OnInputCanceled(int pointerId);
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protected RaycastHit GetPointerRaycastHit(float2 inputPos, CollisionFilter collisionFilter)
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{
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ref PhysicsWorld physicsWorld = ref World.DefaultGameObjectInjectionWorld.GetExistingSystem<BuildPhysicsWorld>().PhysicsWorld;
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// Convert input position to ray going from screen to world
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float3 rayOrigin, rayDirection;
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m_ScreenToWorld.InputPosToWorldSpaceRay(inputPos, out rayOrigin, out rayDirection);
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var RaycastInput = new RaycastInput
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{
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Start = rayOrigin,
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End = rayOrigin + rayDirection * m_RayDistance,
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Filter = collisionFilter
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};
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// Return top-most entity that was hit by ray
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physicsWorld.CastRay(RaycastInput, out RaycastHit hit);
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return hit;
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}
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}
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}
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