Imported basic unity packages yeehaw
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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[Header("Rect References")]
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public RectTransform containerRect;
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public RectTransform handleRect;
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[Header("Settings")]
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public bool clampToMagnitude;
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public float magnitudeMultiplier = 1f;
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public bool invertXOutputValue;
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public bool invertYOutputValue;
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//Stored Pointer Values
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private Vector2 pointerDownPosition;
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private Vector2 currentPointerPosition;
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[Header("Output")]
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public UnityEvent<Vector2> touchZoneOutputEvent;
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void Start()
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{
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SetupHandle();
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}
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private void SetupHandle()
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{
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if(handleRect)
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{
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SetObjectActiveState(handleRect.gameObject, false);
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}
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
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if(handleRect)
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{
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SetObjectActiveState(handleRect.gameObject, true);
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UpdateHandleRectPosition(pointerDownPosition);
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}
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}
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public void OnDrag(PointerEventData eventData)
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
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Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
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Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
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Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
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OutputPointerEventValue(outputPosition * magnitudeMultiplier);
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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pointerDownPosition = Vector2.zero;
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currentPointerPosition = Vector2.zero;
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OutputPointerEventValue(Vector2.zero);
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if(handleRect)
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{
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SetObjectActiveState(handleRect.gameObject, false);
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UpdateHandleRectPosition(Vector2.zero);
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}
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}
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void OutputPointerEventValue(Vector2 pointerPosition)
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{
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touchZoneOutputEvent.Invoke(pointerPosition);
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}
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void UpdateHandleRectPosition(Vector2 newPosition)
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{
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handleRect.anchoredPosition = newPosition;
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}
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void SetObjectActiveState(GameObject targetObject, bool newState)
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{
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targetObject.SetActive(newState);
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}
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Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
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{
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return secondPosition - firstPosition;
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}
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Vector2 ClampValuesToMagnitude(Vector2 position)
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{
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return Vector2.ClampMagnitude(position, 1);
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}
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Vector2 ApplyInversionFilter(Vector2 position)
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{
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if(invertXOutputValue)
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{
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position.x = InvertValue(position.x);
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}
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if(invertYOutputValue)
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{
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position.y = InvertValue(position.y);
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}
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return position;
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}
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float InvertValue(float value)
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{
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return -value;
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}
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}
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