feat: add reusable virtual hud input
This commit is contained in:
@@ -0,0 +1,498 @@
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace XGame.VirtualInput
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{
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public enum ActionButtonId
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{
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Primary,
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Skill1,
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Skill2,
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Skill3,
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Skill4
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}
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public enum ActionButtonPhase
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{
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Down,
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Drag,
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HoldStart,
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HoldTick,
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HoldEnd,
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Tap,
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Release,
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Cancel,
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Blocked
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}
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public readonly struct ActionButtonEvent
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{
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public ActionButtonEvent(
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ActionButtonId buttonId,
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ActionButtonPhase phase,
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Vector2 screenPosition,
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Vector2 localVector,
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Vector2 direction,
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float distance01,
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float heldSeconds,
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bool isCanceled,
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int pointerId)
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{
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ButtonId = buttonId;
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Phase = phase;
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ScreenPosition = screenPosition;
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LocalVector = localVector;
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Direction = direction;
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Distance01 = distance01;
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HeldSeconds = heldSeconds;
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IsCanceled = isCanceled;
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PointerId = pointerId;
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}
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public ActionButtonId ButtonId { get; }
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public ActionButtonPhase Phase { get; }
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public Vector2 ScreenPosition { get; }
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public Vector2 LocalVector { get; }
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public Vector2 Direction { get; }
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public float Distance01 { get; }
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public float HeldSeconds { get; }
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public bool IsCanceled { get; }
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public int PointerId { get; }
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}
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public sealed class VirtualActionButton : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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[SerializeField] public ActionButtonId ButtonId;
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[SerializeField] private float holdThresholdSeconds = 0.35f;
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[SerializeField] private float holdTickIntervalSeconds = 0.1f;
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[SerializeField] private float releaseDistanceThreshold01 = 0.25f;
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[SerializeField] private float maxDragRadiusMultiplier = 1.5f;
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private Image icon;
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private Image cooldownMask;
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private TMP_Text cooldownText;
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private TMP_Text chargeText;
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private GameObject aimIndicator;
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private RectTransform cancelArea;
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private RectTransform rectTransform;
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private Button unityButton;
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private CanvasGroup canvasGroup;
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private bool enabledByState = true;
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private int charges = -1;
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private float cooldownRemaining;
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private float cooldownDuration;
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private bool pointerDown;
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private int activePointerId = int.MinValue;
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private float pointerDownTime;
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private bool holdStarted;
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private float nextHoldTickTime;
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private Vector2 lastScreenPosition;
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private ActionButtonEvent lastDragEvent;
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private Vector2? screenCenterOverride;
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private float? screenRadiusOverride;
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public bool IsInteractable => enabledByState && cooldownRemaining <= 0f && charges != 0;
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public event Action<ActionButtonEvent> ButtonEvent;
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private void Awake()
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{
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BindNodes();
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RefreshVisuals();
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}
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private void OnDisable()
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{
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CancelActivePointer(Time.unscaledTime);
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SetAimVisible(false);
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}
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private void Update()
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{
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if (cooldownRemaining > 0f)
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{
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cooldownRemaining = Mathf.Max(0f, cooldownRemaining - Time.unscaledDeltaTime);
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RefreshVisuals();
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}
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if (pointerDown)
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{
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MaybeEmitHold(Time.unscaledTime, activePointerId, lastScreenPosition);
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}
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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HandlePointerDown(eventData.position, eventData.pointerId, Time.unscaledTime);
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}
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public void OnDrag(PointerEventData eventData)
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{
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HandleDrag(eventData.position, eventData.pointerId, Time.unscaledTime);
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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HandlePointerUp(eventData.position, eventData.pointerId, Time.unscaledTime);
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}
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public void HandlePointerDownForTest(Vector2 screenPosition, int pointerId, float now)
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{
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HandlePointerDown(screenPosition, pointerId, now);
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}
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public void HandleDragForTest(Vector2 screenPosition, int pointerId, float now)
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{
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HandleDrag(screenPosition, pointerId, now);
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}
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public void HandlePointerUpForTest(Vector2 screenPosition, int pointerId, float now)
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{
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HandlePointerUp(screenPosition, pointerId, now);
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}
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public void SetCooldown(float remainingSeconds, float durationSeconds)
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{
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cooldownRemaining = Mathf.Max(0f, remainingSeconds);
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cooldownDuration = Mathf.Max(0f, durationSeconds);
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RefreshVisuals();
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}
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public void SetCharges(int count)
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{
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charges = count;
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RefreshVisuals();
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}
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public void SetButtonEnabled(bool enabled)
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{
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enabledByState = enabled;
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RefreshVisuals();
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}
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public void SetCancelArea(RectTransform area)
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{
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cancelArea = area;
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}
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public void SetIcon(Sprite sprite)
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{
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if (icon == null)
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{
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BindNodes();
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}
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if (icon != null)
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{
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icon.sprite = sprite;
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icon.enabled = sprite != null;
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}
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}
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private void BindNodes()
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{
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rectTransform = transform as RectTransform;
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unityButton = GetComponent<Button>();
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canvasGroup = GetComponent<CanvasGroup>();
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icon = FindImage("Icon");
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cooldownMask = FindImage("CooldownMask");
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cooldownText = FindText("CooldownText");
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chargeText = FindText("ChargeText");
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Transform aim = FindRoleTransform("AimIndicator");
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if (aim == null)
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{
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aim = FindRoleTransform("DragArrow");
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}
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aimIndicator = aim != null ? aim.gameObject : null;
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SetAimVisible(false);
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}
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private Image FindImage(string childName)
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{
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Transform child = FindRoleTransform(childName);
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return child != null ? child.GetComponent<Image>() : null;
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}
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private TMP_Text FindText(string childName)
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{
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Transform child = FindRoleTransform(childName);
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return child != null ? child.GetComponent<TMP_Text>() : null;
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}
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private Transform FindRoleTransform(string roleName)
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{
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Transform child = transform.FindTransform(roleName);
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if (child != null)
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{
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return child;
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}
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string suffix = "_" + roleName;
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return FindDescendantEndingWith(transform, suffix);
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}
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private static Transform FindDescendantEndingWith(Transform root, string suffix)
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{
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if (root == null)
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{
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return null;
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}
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for (int i = 0; i < root.childCount; i++)
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{
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Transform child = root.GetChild(i);
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if (child.name.EndsWith(suffix, StringComparison.Ordinal))
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{
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return child;
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}
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Transform nested = FindDescendantEndingWith(child, suffix);
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if (nested != null)
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{
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return nested;
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}
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}
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return null;
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}
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private void HandlePointerDown(Vector2 screenPosition, int pointerId, float now)
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{
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if (pointerDown)
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{
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return;
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}
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if (!IsInteractable)
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{
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Emit(MakeEvent(ActionButtonPhase.Blocked, screenPosition, pointerId, now));
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return;
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}
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pointerDown = true;
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activePointerId = pointerId;
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pointerDownTime = now;
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nextHoldTickTime = now + holdThresholdSeconds + holdTickIntervalSeconds;
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holdStarted = false;
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lastScreenPosition = screenPosition;
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lastDragEvent = MakeEvent(ActionButtonPhase.Down, screenPosition, pointerId, now);
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SetAimVisible(false);
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Emit(lastDragEvent);
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}
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private void HandleDrag(Vector2 screenPosition, int pointerId, float now)
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{
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if (!pointerDown || pointerId != activePointerId)
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{
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return;
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}
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lastScreenPosition = screenPosition;
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MaybeEmitHold(now, pointerId, screenPosition);
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lastDragEvent = MakeEvent(ActionButtonPhase.Drag, screenPosition, pointerId, now);
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SetAimVisible(true);
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Emit(lastDragEvent);
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}
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private void HandlePointerUp(Vector2 screenPosition, int pointerId, float now)
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{
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if (!pointerDown || pointerId != activePointerId)
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{
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return;
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}
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MaybeEmitHold(now, pointerId, screenPosition);
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if (holdStarted)
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{
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Emit(MakeEvent(ActionButtonPhase.HoldEnd, screenPosition, pointerId, now));
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}
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ActionButtonEvent finalEvent = MakeEvent(GetReleasePhase(screenPosition), screenPosition, pointerId, now);
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Emit(finalEvent);
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ResetPointerState();
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SetAimVisible(false);
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}
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private void MaybeEmitHold(float now, int pointerId, Vector2 screenPosition)
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{
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if (!holdStarted && now - pointerDownTime >= holdThresholdSeconds)
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{
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holdStarted = true;
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Emit(MakeEvent(ActionButtonPhase.HoldStart, screenPosition, pointerId, now));
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}
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if (!holdStarted)
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{
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return;
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}
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while (now >= nextHoldTickTime)
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{
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Emit(MakeEvent(ActionButtonPhase.HoldTick, screenPosition, pointerId, nextHoldTickTime));
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nextHoldTickTime += holdTickIntervalSeconds;
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}
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}
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private ActionButtonPhase GetReleasePhase(Vector2 screenPosition)
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{
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if (IsInCancelArea(screenPosition))
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{
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return ActionButtonPhase.Cancel;
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}
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return MakeEvent(ActionButtonPhase.Release, screenPosition, activePointerId, Time.unscaledTime).Distance01 >= releaseDistanceThreshold01
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? ActionButtonPhase.Release
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: ActionButtonPhase.Tap;
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}
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private ActionButtonEvent MakeEvent(ActionButtonPhase phase, Vector2 screenPosition, int pointerId, float now)
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{
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Vector2 localVector = screenPosition - GetScreenCenter();
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float radius = GetScreenRadius() * maxDragRadiusMultiplier;
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float distance01 = Mathf.Clamp01(localVector.magnitude / Mathf.Max(1f, radius));
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Vector2 direction = localVector.sqrMagnitude > 0.000001f ? localVector.normalized : Vector2.zero;
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bool canceled = phase == ActionButtonPhase.Cancel || IsInCancelArea(screenPosition);
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return new ActionButtonEvent(
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ButtonId,
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phase,
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screenPosition,
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localVector,
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direction,
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distance01,
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Mathf.Max(0f, now - pointerDownTime),
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canceled,
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pointerId);
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}
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private bool IsInCancelArea(Vector2 screenPosition)
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{
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if (cancelArea == null)
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{
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return false;
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}
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return RectTransformUtility.RectangleContainsScreenPoint(cancelArea, screenPosition, GetUICamera(cancelArea));
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}
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private void RefreshVisuals()
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{
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bool interactable = IsInteractable;
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if (unityButton != null)
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{
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unityButton.interactable = interactable;
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}
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if (canvasGroup != null)
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{
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canvasGroup.alpha = interactable ? 1f : 0.55f;
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canvasGroup.interactable = interactable;
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}
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if (cooldownMask != null)
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{
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cooldownMask.fillAmount = cooldownDuration > 0f ? Mathf.Clamp01(cooldownRemaining / cooldownDuration) : 0f;
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cooldownMask.gameObject.SetActive(cooldownRemaining > 0f);
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}
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if (cooldownText != null)
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{
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cooldownText.text = cooldownRemaining > 0f ? Mathf.CeilToInt(cooldownRemaining).ToString() : string.Empty;
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cooldownText.gameObject.SetActive(cooldownRemaining > 0f);
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}
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if (chargeText != null)
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{
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chargeText.text = charges >= 0 ? charges.ToString() : string.Empty;
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chargeText.gameObject.SetActive(charges >= 0);
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}
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}
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private void SetAimVisible(bool visible)
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{
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if (aimIndicator != null)
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{
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aimIndicator.SetActive(visible);
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}
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}
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private void ResetPointerState()
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{
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pointerDown = false;
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activePointerId = int.MinValue;
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holdStarted = false;
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lastScreenPosition = Vector2.zero;
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lastDragEvent = default;
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}
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private void CancelActivePointer(float now)
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{
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if (!pointerDown)
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{
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ResetPointerState();
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return;
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}
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MaybeEmitHold(now, activePointerId, lastScreenPosition);
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if (holdStarted)
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{
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Emit(MakeEvent(ActionButtonPhase.HoldEnd, lastScreenPosition, activePointerId, now));
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}
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Emit(MakeEvent(ActionButtonPhase.Cancel, lastScreenPosition, activePointerId, now));
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ResetPointerState();
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}
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private void Emit(ActionButtonEvent evt)
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{
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ButtonEvent?.Invoke(evt);
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}
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private Vector2 GetScreenCenter()
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{
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if (screenCenterOverride.HasValue)
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{
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return screenCenterOverride.Value;
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}
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RectTransform rect = rectTransform != null ? rectTransform : transform as RectTransform;
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return rect != null ? RectTransformUtility.WorldToScreenPoint(GetUICamera(rect), rect.position) : Vector2.zero;
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}
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private float GetScreenRadius()
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{
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if (screenRadiusOverride.HasValue)
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{
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return Mathf.Max(1f, screenRadiusOverride.Value);
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}
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RectTransform rect = rectTransform != null ? rectTransform : transform as RectTransform;
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if (rect == null)
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{
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return 1f;
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}
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Vector3[] corners = new Vector3[4];
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rect.GetWorldCorners(corners);
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Camera cam = GetUICamera(rect);
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Vector2 s0 = RectTransformUtility.WorldToScreenPoint(cam, corners[0]);
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Vector2 s2 = RectTransformUtility.WorldToScreenPoint(cam, corners[2]);
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return Mathf.Max(1f, Mathf.Min(Mathf.Abs(s2.x - s0.x), Mathf.Abs(s2.y - s0.y)) * 0.5f);
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}
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private Camera GetUICamera(RectTransform rect)
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{
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Canvas canvas = rect != null ? rect.GetComponentInParent<Canvas>() : null;
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if (canvas == null)
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{
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return null;
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}
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canvas = canvas.rootCanvas;
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return canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera;
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}
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}
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}
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