using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class VariableJoystick : Joystick { public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } } [SerializeField] private float moveThreshold = 1; [SerializeField] private JoystickType joystickType = JoystickType.Fixed; private Vector2 fixedPosition = Vector2.zero; public void SetMode(JoystickType joystickType) { this.joystickType = joystickType; if(joystickType == JoystickType.Fixed) { background.anchoredPosition = fixedPosition; background.gameObject.SetActive(true); } else background.gameObject.SetActive(false); } protected override void Start() { base.Start(); fixedPosition = background.anchoredPosition; SetMode(joystickType); } public override void OnPointerDown(PointerEventData eventData) { if(joystickType != JoystickType.Fixed) { background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position); background.gameObject.SetActive(true); } base.OnPointerDown(eventData); } public override void OnPointerUp(PointerEventData eventData) { if(joystickType != JoystickType.Fixed) background.gameObject.SetActive(false); base.OnPointerUp(eventData); } protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam) { if (joystickType == JoystickType.Dynamic && magnitude > moveThreshold) { Vector2 difference = normalised * (magnitude - moveThreshold) * radius; background.anchoredPosition += difference; } base.HandleInput(magnitude, normalised, radius, cam); } } public enum JoystickType { Fixed, Floating, Dynamic }