forked from cgvr/DeltaVR
Settings are now loaded from and saved to the config.json file. Reworked the UI structure a bit (the script that manage the settings have to be active before the UI is opened to actually take effect at game startup). Fixed several UI bugs (slider deselection, UI labels blocking the sliders, etc).
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@@ -4,87 +4,8 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class AudioSliderDragHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
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public class AudioSliderDragHandler : AbstractSlider, IBeginDragHandler, IDragHandler, IEndDragHandler
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{
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public RectTransform sliderBackground; // Assign in Inspector
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public float minValue = 0f;
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public float maxValue = 1f;
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public float slideareaOffsetMultiplier = 0.9f;
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public float CurrentValue { get; private set; }
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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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public System.Action<float> OnValueChanged;
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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 SetHandlePosition(float normalizedValue)
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{
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float halfWidth = sliderBackground.rect.width * 0.5f;
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float limit = halfWidth * slideareaOffsetMultiplier;
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float x = Mathf.Lerp(-limit, limit, normalizedValue);
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handleRect.localPosition = new Vector3(x, handleRect.localPosition.y, 0);
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CurrentValue = normalizedValue;
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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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//notify FMOD
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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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//Debug.Log(warningThreshholdValue);
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OnValueChanged?.Invoke(CurrentValue);
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}
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}
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