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Src/Unity/Scripts/UX/Input/OnScreenGamepad.cs
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92
Src/Unity/Scripts/UX/Input/OnScreenGamepad.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace BITKit.UX
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{
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public class OnScreenGamepad : OnScreenControl
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{
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public new class UxmlFactory : UxmlFactory<OnScreenGamepad, UxmlTraits> { }
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protected override string ControlPathInternal { get; set; }
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private readonly Dictionary<Vector2Int, VisualElement> _buttonMap = new();
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public OnScreenGamepad()
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{
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IsEnabled.AddListener(OnActive);
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for (var y = 1; y >=-1; y--)
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{
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var row = this.Create<VisualElement>();
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row.style.flexGrow = 1;
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row.style.flexDirection = FlexDirection.Row;
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for (var x = -1; x <= 1; x++)
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{
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var dir = (x, y) switch
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{
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(-1, 1) => "NW", // 西北
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(0, 1) => "N", // 北
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(1, 1) => "NE", // 东北
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(-1, 0) => "W", // 西
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(0, 0) => "C", // 中心
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(1, 0) => "E", // 东
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(-1, -1) => "SW", // 西南
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(0, -1) => "S", // 南
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(1, -1) => "SE", // 东南
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_ => "NULL" // 其他无效位置
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};
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var value = (x, y) switch
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{
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(-1, -1) => new float2(-0.707f, -0.707f), // NW 西北
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(0, -1) =>new float2 (0f, -1f), // N 北
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(1, -1) =>new float2 (0.707f, -0.707f), // NE 东北
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(-1, 0) => new float2(-1f, 0f), // W 西
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(0, 0) =>new float2 (0f, 0f), // C 中心
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(1, 0) =>new float2 (1f, 0f), // E 东
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(-1, 1) => new float2(-0.707f, 0.707f), // SW 西南
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(0, 1) =>new float2 (0f, 1f), // S 南
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(1, 1) => new float2(0.707f, 0.707f), // SE 东南
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_ => new float2(0f, 0f) // 默认返回 (0, 0) 无效位置
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};
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var button = row.Create<VisualElement>();
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_buttonMap.TryAdd(new Vector2Int(x, y), button);
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button.style.flexGrow = 1;
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button.AddToClassList("gamepad-button");
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button.AddToClassList($"gamepad-button--{dir.ToLower()}");
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button.AddManipulator(new Clickable(()=>{}));
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button.RegisterCallback<PointerOverEvent>(_ =>
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{
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SendValueToControl((Vector2)value);
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});
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button.RegisterCallback<PointerUpEvent>(_ =>
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{
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SendValueToControl((Vector2)default);
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});
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// var label = button.Create<Label>();
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// label.style.flexGrow = 1;
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//
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// label.text = $"{value.x},{value.y}";
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}
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}
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}
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private void OnActive(bool obj)
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{
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if (obj is false)
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{
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SendValueToControl((Vector2)default);
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}
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}
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}
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}
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