Open CodeHelix opened 12 years ago
GUITexture is not supported. The easiest workaround is to use GUI.DrawTexture instead. It has good performance in XNA.
Hi fehaar, I'm having trouble trying to figure out how I should change the code to use GUI.DrawTexture instead. This is also the same code that I'm having issues with the input as well. Here is the code I'm trying to get to work if you have some time to take a look at it.
using UnityEngine; using System.Collections;
// A simple class for bounding how far the GUITexture will move // converted to CS by Aaron Blohowiak, Aug 2009
public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; }
public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps
public bool touchPad; // Is this a TouchPad?
public Rect touchZone;
public Vector2 deadZone = Vector2.zero; // Control when position is output
public bool normalize = false; // Normalize output after the dead-zone?
public Vector2 position; // [-1, 1] in x,y
public int tapCount; // Current tap count
private int lastFingerId = -1; // Finger last used for this joystick
private float tapTimeWindow; // How much time there is left for a tap to occur
private Vector2 fingerDownPos;
private float fingerDownTime;
private float firstDeltaTime = 0.5f;
private GUITexture gui; // Joystick graphic
private Rect defaultRect; // Default position / extents of the joystick graphic
private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic
private Vector2 guiTouchOffset; // Offset to apply to touch input
private Vector2 guiCenter; // Center of joystick
private Vector3 tmpv3;
private Rect tmprect;
private Color tmpclr;
public void Start()
{
// Cache this component at startup instead of looking up every frame
gui = (GUITexture) GetComponent( typeof(GUITexture) );
// Store the default rect for the gui, so we can snap back to it
defaultRect = gui.pixelInset;
if ( touchPad )
{
// If a texture has been assigned, then use the rect ferom the gui as our touchZone
if ( gui.texture )
touchZone = gui.pixelInset;
}
else
{
// This is an offset for touch input to match with the top left
// corner of the GUI
guiTouchOffset.x = defaultRect.width * 0.5f;
guiTouchOffset.y = defaultRect.height * 0.5f;
// Cache the center of the GUI, since it doesn't change
guiCenter.x = defaultRect.x + guiTouchOffset.x;
guiCenter.y = defaultRect.y + guiTouchOffset.y;
// Let's build the GUI boundary, so we can clamp joystick movement
guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
}
}
public void Disable()
{
gameObject.active = false;
enumeratedJoysticks = false;
}
public void ResetJoystick()
{
// Release the finger control and set the joystick back to the default position
gui.pixelInset = defaultRect;
lastFingerId = -1;
position = Vector2.zero;
fingerDownPos = Vector2.zero;
if ( touchPad ){
tmpclr = gui.color;
tmpclr.a = 0.025f;
gui.color = tmpclr;
}
}
public bool IsFingerDown()
{
return (lastFingerId != -1);
}
public void LatchedFinger( int fingerId )
{
// If another joystick has latched this finger, then we must release it
if ( lastFingerId == fingerId )
ResetJoystick();
}
public void Update()
{
if ( !enumeratedJoysticks )
{
// Collect all joysticks in the game, so we can relay finger latching messages
joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) );
enumeratedJoysticks = true;
}
int count = Input.touchCount;
// Adjust the tap time window while it still available
if ( tapTimeWindow > 0 )
tapTimeWindow -= Time.deltaTime;
else
tapCount = 0;
if ( count == 0 )
ResetJoystick();
else
{
for(int i = 0;i < count; i++)
{
Touch touch = Input.GetTouch(i);
Vector2 guiTouchPos = touch.position - guiTouchOffset;
bool shouldLatchFinger = false;
if ( touchPad )
{
if ( touchZone.Contains( touch.position ) )
shouldLatchFinger = true;
}
else if ( gui.HitTest( touch.position ) )
{
shouldLatchFinger = true;
}
// Latch the finger if this is a new touch
if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
{
if ( touchPad )
{
tmpclr = gui.color;
tmpclr.a = 0.15f;
gui.color = tmpclr;
lastFingerId = touch.fingerId;
fingerDownPos = touch.position;
fingerDownTime = Time.time;
}
lastFingerId = touch.fingerId;
// Accumulate taps if it is within the time window
if ( tapTimeWindow > 0 )
tapCount++;
else
{
tapCount = 1;
tapTimeWindow = tapTimeDelta;
}
// Tell other joysticks we've latched this finger
foreach ( Joystick j in joysticks )
{
if ( j != this )
j.LatchedFinger( touch.fingerId );
}
}
if ( lastFingerId == touch.fingerId )
{
// Override the tap count with what the iPhone SDK reports if it is greater
// This is a workaround, since the iPhone SDK does not currently track taps
// for multiple touches
if ( touch.tapCount > tapCount )
tapCount = touch.tapCount;
if ( touchPad )
{
// For a touchpad, let's just set the position directly based on distance from initial touchdown
position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
}
else
{
// Change the location of the joystick graphic to match where the touch is
tmprect = gui.pixelInset;
tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );
gui.pixelInset = tmprect;
}
if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
ResetJoystick();
}
}
}
if ( !touchPad )
{
// Get a value between -1 and 1 based on the joystick graphic location
position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
}
// Adjust for dead zone
float absoluteX = Mathf.Abs( position.x );
float absoluteY = Mathf.Abs( position.y );
if ( absoluteX < deadZone.x )
{
// Report the joystick as being at the center if it is within the dead zone
position.x = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
}
if ( absoluteY < deadZone.y )
{
// Report the joystick as being at the center if it is within the dead zone
position.y = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
}
}
}
Is GUITexture one of the classes that isn't supported? What should I do to get the GUITexture to work?