Added extra sliders for audio (not audio logic not yet implemented) and got elevator outer buttons firing.
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using TMPro;
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public class MoveSliderDragHandler : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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public RectTransform sliderBackground; // Assign in Inspector
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public float minValue = 2f;
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public float maxValue = 5f;
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public float slideareaOffsetMultiplier = 0.9f;
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public TMP_Text warningText;
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public float warningThreshholdValue = 0.65f;
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public float CurrentValue { get; private set; }
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public ContinuoslocomotionConfigurator configurator;
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private RectTransform handleRect;
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private Vector2 backgroundStart;
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private float backgroundWidth;
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void Awake()
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{
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handleRect = GetComponent<RectTransform>();
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if (sliderBackground != null)
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{
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backgroundStart = sliderBackground.position;
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backgroundWidth = sliderBackground.rect.width;
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}
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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UpdateSlider(eventData);
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}
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public void OnDrag(PointerEventData eventData)
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{
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UpdateSlider(eventData);
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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UpdateSlider(eventData);
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configurator.UpdateSpeed(CurrentValue);
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EventSystem.current.SetSelectedGameObject(null);
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}
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private void UpdateSlider(PointerEventData eventData)
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{
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Debug.Log("UpDating Slider");
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Vector2 localPoint;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(sliderBackground, eventData.position, eventData.pressEventCamera, out localPoint);
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float halfWidth = sliderBackground.rect.width * 0.5f;
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// Only allow dragging within 90% of the slider width, centered
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float limit = halfWidth * slideareaOffsetMultiplier;
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float clampedX = Mathf.Clamp(localPoint.x, -limit, limit);
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Vector3 newPosition = new Vector3(clampedX, handleRect.localPosition.y, handleRect.localPosition.z);
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handleRect.localPosition = newPosition;
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// Normalize within the limited 90% range
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float normalized = (clampedX + limit) / (limit * 2f);
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//Debug.Log(normalized);
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CurrentValue = Mathf.Lerp(minValue, maxValue, normalized);
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// Displaying the warning.
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if (CurrentValue > (warningThreshholdValue*(maxValue - minValue) + minValue)) warningText.gameObject.SetActive(true);
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else warningText.gameObject.SetActive(false);
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//Debug.Log(warningThreshholdValue);
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}
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}
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