UIMove.cs 3.0 KB

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  1. using QFramework;
  2. using QFramework.MREditor;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. public class UIMove : MonoBehaviour
  8. {
  9. public int numOfCircleToShow = 1;
  10. public Button button;
  11. List<Vector2> gestureDetector = new List<Vector2>();
  12. Vector2 gestureSum = Vector2.zero;
  13. float gestureLength = 0;
  14. int gestureCount = 0;
  15. bool state = true;
  16. EditorPanel editorPanel = null;
  17. void Update()
  18. {
  19. //if (isGestureDone())
  20. // OpenEditor();
  21. if (editorPanel == null)
  22. editorPanel = UIKit.GetPanel<EditorPanel>();
  23. if (editorPanel == null)
  24. return;
  25. if(button.gameObject.activeSelf==false && editorPanel.gameObject.activeSelf==false)
  26. {
  27. button.gameObject.SetActive(true);
  28. }
  29. }
  30. private void Start()
  31. {
  32. button.gameObject.SetActive(true);
  33. button.onClick.AddListener(ButtonOnClick);
  34. }
  35. bool isGestureDone()
  36. {
  37. if (Application.platform == RuntimePlatform.Android ||
  38. Application.platform == RuntimePlatform.IPhonePlayer)
  39. {
  40. if (Input.touches.Length != 1)
  41. {
  42. gestureDetector.Clear();
  43. gestureCount = 0;
  44. }
  45. else
  46. {
  47. if (Input.touches[0].phase == TouchPhase.Canceled || Input.touches[0].phase == TouchPhase.Ended)
  48. gestureDetector.Clear();
  49. else if (Input.touches[0].phase == TouchPhase.Moved)
  50. {
  51. Vector2 p = Input.touches[0].position;
  52. if (gestureDetector.Count == 0 || (p - gestureDetector[gestureDetector.Count - 1]).magnitude > 10)
  53. gestureDetector.Add(p);
  54. }
  55. }
  56. }
  57. else
  58. {
  59. if (Input.GetMouseButtonUp(0))
  60. {
  61. gestureDetector.Clear();
  62. gestureCount = 0;
  63. }
  64. else
  65. {
  66. if (Input.GetMouseButton(0))
  67. {
  68. Vector2 p = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
  69. if (gestureDetector.Count == 0 || (p - gestureDetector[gestureDetector.Count - 1]).magnitude > 10)
  70. gestureDetector.Add(p);
  71. }
  72. }
  73. }
  74. if (gestureDetector.Count < 10)
  75. return false;
  76. gestureSum = Vector2.zero;
  77. gestureLength = 0;
  78. Vector2 prevDelta = Vector2.zero;
  79. for (int i = 0; i < gestureDetector.Count - 2; i++)
  80. {
  81. Vector2 delta = gestureDetector[i + 1] - gestureDetector[i];
  82. float deltaLength = delta.magnitude;
  83. gestureSum += delta;
  84. gestureLength += deltaLength;
  85. float dot = Vector2.Dot(delta, prevDelta);
  86. if (dot < 0f)
  87. {
  88. gestureDetector.Clear();
  89. gestureCount = 0;
  90. return false;
  91. }
  92. prevDelta = delta;
  93. }
  94. int gestureBase = (Screen.width + Screen.height) / 4;
  95. if (gestureLength > gestureBase && gestureSum.magnitude < gestureBase / 2)
  96. {
  97. gestureDetector.Clear();
  98. gestureCount++;
  99. if (gestureCount >= numOfCircleToShow)
  100. return true;
  101. }
  102. return false;
  103. }
  104. /// <summary>
  105. /// ´ò¿ª/¹Ø±Õ EditorUI
  106. /// </summary>
  107. ///
  108. public void ButtonOnClick()
  109. {
  110. OpenEditor();
  111. button.gameObject.SetActive(false);
  112. }
  113. private void OpenEditor( )
  114. {
  115. if (editorPanel == null)
  116. editorPanel = UIKit.GetPanel<EditorPanel>();
  117. if (editorPanel == null)
  118. return;
  119. editorPanel.Show();
  120. if(state)
  121. {
  122. state = false;
  123. editorPanel.FirstOnShow();
  124. }
  125. }
  126. }