RAYSER進捗(20230926)
Input SystemのNavigateに対応するスクリプトを定義
using _RAYSER.Scripts.UI.Title;
using Event.Signal;
using UniRx;
using UnityEngine;
using UnityEngine.InputSystem;
namespace InputSystem
{
public class TitleController : MonoBehaviour
{
private PlayerInputActions _playerInputActions;
[SerializeField] private PlayerInputNavigate _playerInputNavigate;
private void Awake()
{
_playerInputActions = new PlayerInputActions();
_playerInputActions.UI.Enable();
}
private void OnEnable()
{
_playerInputActions.UI.Navigate.performed += OnNavigate;
_playerInputActions.UI.Navigate.canceled += OnNavigateStop;
_playerInputActions.UI.Cancel.canceled += OnCancel;
}
private void OnDisable()
{
_playerInputActions.UI.Navigate.performed -= OnNavigate;
_playerInputActions.UI.Navigate.canceled -= OnNavigateStop;
_playerInputActions.UI.Cancel.canceled -= OnCancel;
}
private void OnNavigate(InputAction.CallbackContext obj)
{
var moveValue = obj.ReadValue<Vector2>();
_playerInputNavigate.SetDirection(moveValue);
}
private void OnNavigateStop(InputAction.CallbackContext obj)
{
_playerInputNavigate.SetDirection(Vector2.zero);
}
private void OnCancel(InputAction.CallbackContext obj)
{
MessageBroker.Default.Publish(new GamePadCancelButtonPush());
}
}
}
Navigateの値を保持するクラスを定義
using UnityEngine;
namespace _RAYSER.Scripts.UI.Title
{
public class PlayerInputNavigate : MonoBehaviour
{
private Vector2 direction;
public void SetDirection(Vector2 moveValue)
{
direction = moveValue;
}
public Vector2 GetDirection()
{
return direction;
}
}
}
該当ウィンドウ側のUpdate部分でNavigateの値を受信してスライダーに受け渡しています。一応これでも動きましたが、本来はBGMにアクティブになっている時にだけ有効にする処理を加えないといけないのでもう少し調整が必要です。(BGM部分をアクティブにする判定がまだできていないのとその取得をどうするかまだ考え中のため)
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
namespace _RAYSER.Scripts.UI.Title
{
public class ConfigWindowUI : MonoBehaviour, IWindowUI
{
UIActiveSetter _uiActiveSetter = new UIActiveSetter();
private IWindowUI _iuiImplementation;
UIEffect _uiEffect = new UIEffect();
private IUIEffect _ieffectImplementation;
private Vector3 _initialPosition = Vector3.zero;
private Vector2 _initialUISizeDelta = Vector2.zero;
private CancellationTokenSource cts = new CancellationTokenSource();
private float setDeltaMinx = 0;
private float setDeltaMinY = 2f;
private float setDeltaDuration = 1f;
// 左スティックの入力値
private float input;
// 入力感度
public float sensitivity = 0.01f;
[SerializeField] private CanvasGroup windowCanvasGroup;
[SerializeField] private RectTransform windowRectTransform;
[SerializeField] private CanvasGroup headerImageCanvasGroup;
[SerializeField] private CanvasGroup insideButtonsCanvasGroup;
[SerializeField] private CanvasGroup contentCanvasGroup;
/// <summary>
/// 最初にフォーカスになるライセンスUIのボタン
/// </summary>
[SerializeField] private GameObject firstFocusUI;
[SerializeField] private PlayerInputNavigate playerInputNavigate;
[SerializeField] private Slider slider;
public UIActiveSetter UIActiveSetter
{
get => _iuiImplementation.UIActiveSetter;
set => _iuiImplementation.UIActiveSetter = value;
}
/// <summary>
/// キャンセルトークンにキャンセル要求を発行する
/// </summary>
private void Cancel()
{
cts.Cancel();
}
private void Awake()
{
_initialPosition = windowRectTransform.position;
_initialUISizeDelta = windowRectTransform.sizeDelta;
InitializeUI();
// UI無効
SetActive(false);
}
private void Update()
{
var _moveDirection = playerInputNavigate.GetDirection();
var horizon = _moveDirection.x;
if (horizon != 0)
{
slider.value += horizon * sensitivity;
}
}
public void SetActive(bool isActive)
{
_uiActiveSetter.SetActive(gameObject, isActive);
}
private void InitializeUI()
{
_uiEffect.SetAlphaZero(windowCanvasGroup);
_uiEffect.SetSizeDeltaZero(windowRectTransform);
_uiEffect.SetAlphaZero(headerImageCanvasGroup);
_uiEffect.SetAlphaZero(insideButtonsCanvasGroup);
_uiEffect.SetAlphaZero(contentCanvasGroup);
}
public async UniTask ShowUI()
{
try
{
SetActive(true);
InitializeUI();
// UI表示
await _uiEffect.FadeIn(windowCanvasGroup, cts.Token);
await _uiEffect.SizeDelta(windowRectTransform, new Vector2(_initialUISizeDelta.x, setDeltaMinY),
setDeltaDuration, cts.Token);
await _uiEffect.SizeDelta(windowRectTransform,
new Vector2(_initialUISizeDelta.x, _initialUISizeDelta.y), setDeltaDuration, cts.Token);
// 見出しイメージ表示
await _uiEffect.FadeIn(headerImageCanvasGroup, cts.Token);
// テキスト表示
await _uiEffect.FadeIn(contentCanvasGroup, cts.Token);
// UI内ボタン表示
await _uiEffect.FadeIn(insideButtonsCanvasGroup, cts.Token);
//初期選択ボタンの再指定
EventSystem.current.SetSelectedGameObject(firstFocusUI);
}
catch (OperationCanceledException)
{
// キャンセルされた場合の処理
Debug.Log("FadeIn Canceled");
}
}
public async UniTask HideUI()
{
try
{
//初期選択ボタンの初期化
EventSystem.current.SetSelectedGameObject(null);
// 見出しイメージ非表示
await _uiEffect.FadeOut(headerImageCanvasGroup, cts.Token);
// テキスト非表示
await _uiEffect.FadeOut(contentCanvasGroup, cts.Token);
// UI内ボタン非表示
await _uiEffect.FadeOut(insideButtonsCanvasGroup, cts.Token);
// ライセンスUI非表示
await _uiEffect.FadeOut(windowCanvasGroup, cts.Token);
await _uiEffect.SizeDelta(windowRectTransform, new Vector2(_initialUISizeDelta.x, setDeltaMinY),
setDeltaDuration, cts.Token);
await _uiEffect.SizeDelta(windowRectTransform,
new Vector2(setDeltaMinx, setDeltaMinY), setDeltaDuration, cts.Token);
// UI無効
SetActive(false);
}
catch (OperationCanceledException)
{
// キャンセルされた場合の処理
Debug.Log("Fade Canceled");
}
}
}
}
よかったらいいねやコメントなどいただけると嬉しいです。
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