75 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
public class AudioSliderDragHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public RectTransform sliderBackground; // Assign in Inspector
public float minValue = 0f;
public float maxValue = 1f;
public float slideareaOffsetMultiplier = 0.9f;
public float CurrentValue { get; private set; }
private RectTransform handleRect;
private Vector2 backgroundStart;
private float backgroundWidth;
void Awake()
{
handleRect = GetComponent<RectTransform>();
if (sliderBackground != null)
{
backgroundStart = sliderBackground.position;
backgroundWidth = sliderBackground.rect.width;
}
}
public void OnBeginDrag(PointerEventData eventData)
{
UpdateSlider(eventData);
}
public void OnDrag(PointerEventData eventData)
{
UpdateSlider(eventData);
}
public void OnEndDrag(PointerEventData eventData)
{
UpdateSlider(eventData);
//notify FMOD
}
private void UpdateSlider(PointerEventData eventData)
{
Debug.Log("UpDating Slider");
Vector2 localPoint;
RectTransformUtility.ScreenPointToLocalPointInRectangle(sliderBackground, eventData.position, eventData.pressEventCamera, out localPoint);
float halfWidth = sliderBackground.rect.width * 0.5f;
// Only allow dragging within 90% of the slider width, centered
float limit = halfWidth * slideareaOffsetMultiplier;
float clampedX = Mathf.Clamp(localPoint.x, -limit, limit);
Vector3 newPosition = new Vector3(clampedX, handleRect.localPosition.y, handleRect.localPosition.z);
handleRect.localPosition = newPosition;
// Normalize within the limited 90% range
float normalized = (clampedX + limit) / (limit * 2f);
//Debug.Log(normalized);
CurrentValue = Mathf.Lerp(minValue, maxValue, normalized);
//Debug.Log(warningThreshholdValue);
}
}