UI: On pointer down enter detection
Hello, I am currently struggling with this.
How to detect OnPointerDown when it enters other ui element?
I want to make that when user presses shoot (number 1) and drags finger to joystick (number 2), joystick detects the finger, rotates player object and also continues to shoot at the same time?
I am using Unity Joystick.cs
using UnityEngine;
using UnityEngine.EventSystems;
using UnitySampleAssets.CrossPlatformInput;
public class Joystick : MonoBehaviour , IPointerUpHandler , IDragHandler, IPointerDownHandler {
public int MovementRange = 100;
public enum AxisOption
{ // Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
private Vector3 startPos;
private bool useX; // Toggle for using the x axis
private bool useY; // Toggle for using the Y axis
private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis; // Reference to the joystick in the cross platform input
private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable ()
{
CreateVirtualAxes ();
}
void Start ()
{
startPos = transform.position;
}
private void UpdateVirtualAxes (Vector3 value) {
var delta = startPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if(useX)
horizontalVirtualAxis.Update (-delta.x);
if(useY)
verticalVirtualAxis.Update (delta.y);
}
private void CreateVirtualAxes()
{
// set axes to use
useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (useX)
horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
if (useY)
verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
}
public void OnDrag(PointerEventData data) {
Vector3 newPos = Vector3.zero;
if (useX) {
int delta = (int) (data.position.x - startPos.x);
newPos.x = delta;
}
if (useY)
{
int delta = (int)(data.position.y - startPos.y);
newPos.y = delta;
}
transform.position = Vector3.ClampMagnitude( new Vector3(newPos.x , newPos.y , newPos.z), MovementRange) + startPos;
UpdateVirtualAxes (transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = startPos;
UpdateVirtualAxes (startPos);
}
public void OnPointerDown (PointerEventData data)
{
OnDrag(data);
}
void OnDisable () {
// remove the joysticks from the cross platform input
if (useX)
{
horizontalVirtualAxis.Remove();
}
if (useY)
{
verticalVirtualAxis.Remove();
}
}
}
expl.png
(41.3 kB)
Comment
Your answer
Follow this Question
Related Questions
How do I catch a click on a non-interactable button? 1 Answer
Problem with highlighting correct answer, any idea? 1 Answer
Can't Add OnClick.Add.Listener To Multiplayer UI 2 Answers
Ignore players movement when I click on a UI button 0 Answers
UI buttons don't work with Canvas Render Mode: Screen Space - Camera. 2 Answers