BITKit/Src/Unity/Scripts/UX/Input/OnScreenGamepad.cs

93 lines
3.5 KiB
C#

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