//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
///
/// This class makes it possible to activate or select something by pressing a key (such as space bar for example).
///
[AddComponentMenu("NGUI/Interaction/Key Binding")]
public class UIKeyBinding : MonoBehaviour
{
public enum Action
{
PressAndClick,
Select,
All,
}
public enum Modifier
{
Any,
Shift,
Control,
Alt,
None,
}
///
/// Key that will trigger the binding.
///
public KeyCode keyCode = KeyCode.None;
///
/// Modifier key that must be active in order for the binding to trigger.
///
public Modifier modifier = Modifier.Any;
///
/// Action to take with the specified key.
///
public Action action = Action.PressAndClick;
bool mIgnoreUp = false;
bool mIsInput = false;
bool mPress = false;
///
/// If we're bound to an input field, subscribe to its Submit notification.
///
protected virtual void Start ()
{
UIInput input = GetComponent();
mIsInput = (input != null);
if (input != null) EventDelegate.Add(input.onSubmit, OnSubmit);
}
///
/// Ignore the KeyUp message if the input field "ate" it.
///
protected virtual void OnSubmit (GameObject go = null) { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; }// modify by chenibn
///
/// Convenience function that checks whether the required modifier key is active.
///
protected virtual bool IsModifierActive ()
{
if (modifier == Modifier.Any) return true;
if (modifier == Modifier.Alt)
{
if (Input.GetKey(KeyCode.LeftAlt) ||
Input.GetKey(KeyCode.RightAlt)) return true;
}
else if (modifier == Modifier.Control)
{
if (Input.GetKey(KeyCode.LeftControl) ||
Input.GetKey(KeyCode.RightControl)) return true;
}
else if (modifier == Modifier.Shift)
{
if (Input.GetKey(KeyCode.LeftShift) ||
Input.GetKey(KeyCode.RightShift)) return true;
}
else if (modifier == Modifier.None)
return
!Input.GetKey(KeyCode.LeftAlt) &&
!Input.GetKey(KeyCode.RightAlt) &&
!Input.GetKey(KeyCode.LeftControl) &&
!Input.GetKey(KeyCode.RightControl) &&
!Input.GetKey(KeyCode.LeftShift) &&
!Input.GetKey(KeyCode.RightShift);
return false;
}
///
/// Process the key binding.
///
protected virtual void Update ()
{
if (UICamera.inputHasFocus) return;
if (keyCode == KeyCode.None || !IsModifierActive()) return;
bool keyDown = Input.GetKeyDown(keyCode);
bool keyUp = Input.GetKeyUp(keyCode);
if (keyDown) mPress = true;
if (action == Action.PressAndClick || action == Action.All)
{
if (keyDown)
{
UICamera.currentTouch = UICamera.controller;
UICamera.currentScheme = UICamera.ControlScheme.Controller;
UICamera.currentTouch.current = gameObject;
OnBindingPress(true);
UICamera.currentTouch.current = null;
}
if (mPress && keyUp)
{
UICamera.currentTouch = UICamera.controller;
UICamera.currentScheme = UICamera.ControlScheme.Controller;
UICamera.currentTouch.current = gameObject;
OnBindingPress(false);
OnBindingClick();
UICamera.currentTouch.current = null;
}
}
if (action == Action.Select || action == Action.All)
{
if (keyUp)
{
if (mIsInput)
{
if (!mIgnoreUp && !UICamera.inputHasFocus)
{
if (mPress) UICamera.selectedObject = gameObject;
}
mIgnoreUp = false;
}
else if (mPress) UICamera.selectedObject = gameObject;
}
}
if (keyUp) mPress = false;
}
protected virtual void OnBindingPress (bool pressed) { UICamera.Notify(gameObject, "OnPress", pressed); }
protected virtual void OnBindingClick () { UICamera.Notify(gameObject, "OnClick", null); }
}