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TouchSimulator.cs
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using System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace TouchSimulatorForUnity
{
public class TouchSimulator : MonoBehaviour
{
[Header("One Touch")]
public Transform touch;
[Header("Pinch")]
public float pinchInitialRadius = 100;
public float pinchInitialAngle = 0;
[Header("Pinch Components")]
public Transform pinchPrimary;
public Transform pinchSecondary;
public bool isPinchPrimaryTapping;
public bool isPinchSecondaryTapping;
Vector2 mouseLastPos, primaryLastPos, secondaryLastPos;
bool isCursorWarped, isTapping, isTappingSecond;
public event Action<bool> OnTapInput;
public event Action<bool> OnTapSecondInput;
public event Action<Vector2> OnDeltaInput;
public event Action<Vector2> OnPositionInput;
public event Action<Vector2, Vector2, Vector2, Vector2> OnPinchInput;
Vector2 GetMousePosOffset() => Mouse.current.position.value - new Vector2(Screen.width / 2, Screen.height / 2);
void Awake()
{
#if !UNITY_EDITOR
gameObject.SetActive(false);
#endif
pinchPrimary.localPosition = new(0, pinchInitialRadius);
pinchSecondary.localPosition = new(0, -pinchInitialRadius);
touch.transform.localEulerAngles = new(0, 0, pinchInitialAngle);
}
void Update()
{
HandleTapInput();
HandleTapSecondInput();
HandleDeltaInput();
HandlePositionInput();
HandlePinch();
void HandleTapInput()
{
if (Mouse.current.leftButton.isPressed && !isTapping)
{
isTapping = true;
OnTapInput?.Invoke(true);
}
else if (!Mouse.current.leftButton.isPressed && isTapping)
{
isTapping = false;
OnTapInput?.Invoke(false);
}
}
void HandleTapSecondInput()
{
if (Mouse.current.rightButton.isPressed && !isTappingSecond)
{
isTappingSecond = true;
OnTapSecondInput?.Invoke(true);
}
else if (!Mouse.current.rightButton.isPressed && isTappingSecond)
{
isTappingSecond = false;
OnTapSecondInput?.Invoke(false);
}
}
void HandleDeltaInput()
{
OnDeltaInput?.Invoke(Mouse.current.delta.value);
}
void HandlePositionInput()
{
OnPositionInput?.Invoke(Mouse.current.position.value);
}
void HandlePinch()
{
isPinchPrimaryTapping = Mouse.current.leftButton.isPressed;
isPinchSecondaryTapping = Mouse.current.rightButton.isPressed;
if (isPinchPrimaryTapping && isPinchSecondaryTapping)
{
if (!isCursorWarped)
{
WarpCursor();
}
else
{
pinchPrimary.localPosition = GetMousePosOffset() - (Vector2)touch.localPosition;
pinchSecondary.localPosition = -pinchPrimary.localPosition;
OnPinchInput?.Invoke(
pinchPrimary.position,
pinchSecondary.position,
primaryLastPos,
secondaryLastPos);
}
primaryLastPos = pinchPrimary.position;
secondaryLastPos = pinchSecondary.position;
}
else
{
touch.localPosition = new(
Mouse.current.position.value.x - Screen.width / 2,
Mouse.current.position.value.y - Screen.height / 2
);
ResetUI();
}
mouseLastPos = Mouse.current.position.value;
void ResetUI()
{
pinchPrimary.localPosition = new(0, pinchInitialRadius);
pinchSecondary.localPosition = new(0, -pinchInitialRadius);
touch.localEulerAngles = Vector3.zero;
isCursorWarped = false;
}
void WarpCursor()
{
isCursorWarped = true;
var warpPos = touch.localPosition + pinchPrimary.localPosition + new Vector3(Screen.width / 2, Screen.height / 2, 0);
Mouse.current.WarpCursorPosition(warpPos);
}
}
}
}
}