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CompuLogic/Assets/Scripts/PointerManager.cs
T
2020-12-16 19:00:40 +01:00

209 lines
6.7 KiB
C#
Executable File

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VectorGraphics;
using UnityEngine;
using UntitledLogicGame.Workspace;
namespace UntitledLogicGame
{
public class PointerManager : MonoBehaviour
{
#region Static Properties
public static PointerManager Instance => GameManager.Instance.PointerManager;
#endregion
#region Unity Properties
[Header("Click")]
public float DoubleClickThreshold;
public float DoubleClickDelay;
[Header("Cursor")]
public Texture2D DefaultCursor;
public Texture2D PointerCursor;
public Texture2D MoveCursor;
#endregion
#region Public Properties
public static Vector3 MousePos { get; set; }
public bool Interacting => _currentCable != null || _currentGate != null;
public bool MovingObject => _currentGate != null;
public bool Clicking => Input.GetButton("Fire1");
public bool DeleteOnRelease { get; set; }
#endregion
#region Private Properties
private Cable _currentCable;
private Gate _currentGate;
private Vector3? _currentGateInitialPos;
private Vector3 _currentGateDelta;
private Texture2D _currentCursor;
private float _clicked = 0f;
private float _clicktime = 0f;
#endregion
#region Unity Methods
private void FixedUpdate()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
MousePos = mousePos;
if (Clicking)
{
if(_currentCable == null)
{
if (_currentGate != null)
{
_currentGate.transform.position = MousePos - _currentGateDelta;
}
else if (GameManager.Instance.CurrentAnchor != null)
{
_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
}
else if (GameManager.Instance.CurrentGate != null)
{
DragGate(GameManager.Instance.CurrentGate, false);
}
}
}
else if (_currentCable != null)
{
if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
}
_currentCable = null;
}
else if(_currentGate != null)
{
if (DeleteOnRelease)
{
Destroy(_currentGate.gameObject);
}
else
{
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "default";
}
_currentGate.transform.position = _currentGate.transform.position.Round();
var currentBox = _currentGate.Box;
if (FindObjectsOfType<Gate>()
.Where(g => !g.Equals(_currentGate))
.Select(g => g.Box)
.Any(b => currentBox.IsTouching(b)))
{
// Collision with another gate
if (_currentGateInitialPos == null)
{
Destroy(_currentGate.gameObject);
}
else
{
_currentGate.transform.position = _currentGateInitialPos.Value; // Reset pos
}
}
}
_currentGate = null;
DeleteOnRelease = false;
}
SetCursor();
}
#endregion
#region Public Methods
public void DragGate(Gate gate, bool created)
{
_currentGate = gate;
_currentGateDelta = MousePos - _currentGate.transform.position;
_currentGateInitialPos = created ? (Vector3?)null : _currentGate.transform.position;
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "moving";
}
}
public void RequestDelete()
{
if (_currentGate != null)
{
Destroy(_currentGate.gameObject);
_currentGate = null;
}
}
public bool DoubleClick()
{
if (Clicking)
{
_clicked += Time.deltaTime;
}
else
{
if(_clicked >= DoubleClickThreshold)
{
if(Time.time - _clicktime < DoubleClickDelay)
{
_clicked = 0f;
_clicktime = 0f;
return true;
}
else
{
_clicktime = Time.time;
}
}
_clicked = 0f;
}
return false;
}
#endregion
#region Private Methods
private void SetCursor()
{
Texture2D cursor = DefaultCursor;
Vector2 position = Vector2.zero;
if(!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
{
cursor = PointerCursor;
position = new Vector2(cursor.width / 2f, 0f);
}
else if (!Interacting && GameManager.Instance.CurrentGate != null || Interacting && _currentGate != null)
{
cursor = MoveCursor;
position = new Vector2(cursor.width / 2f, cursor.height / 2f);
}
if(_currentCursor != cursor)
{
Cursor.SetCursor(cursor, position, CursorMode.Auto);
_currentCursor = cursor;
}
}
#endregion
}
}