564 lines
21 KiB
Plaintext
564 lines
21 KiB
Plaintext
-- This is responsible for all touch controls we show (as of this writing, only on iOS)
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-- this includes character move thumbsticks, and buttons for jump, use of items, camera, etc.
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-- Written by Ben Tkacheff, Copyright Roblox 2013
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-- obligatory stuff to make sure we don't access nil data
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while not Game do
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wait()
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end
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while not Game:FindFirstChild("Players") do
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wait()
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end
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while not Game.Players.LocalPlayer do
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wait()
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end
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while not Game:FindFirstChild("CoreGui") do
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wait()
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end
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while not Game.CoreGui:FindFirstChild("RobloxGui") do
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wait()
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end
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local userInputService = Game:GetService("UserInputService")
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local success = pcall(function() userInputService:IsLuaTouchControls() end)
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if not success then
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script:Destroy()
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end
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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-- Variables
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local screenResolution = Game:GetService("GuiService"):GetScreenResolution()
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function isSmallScreenDevice()
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return screenResolution.y <= 500
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end
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local localPlayer = Game.Players.LocalPlayer
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local thumbstickInactiveAlpha = 0.3
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local thumbstickSize = 120
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if isSmallScreenDevice() then
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thumbstickSize = 70
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end
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local touchControlsSheet = "rbxasset://textures/ui/TouchControlsSheet.png"
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local ThumbstickDeadZone = 5
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local ThumbstickMaxPercentGive = 0.92
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local thumbstickTouches = {}
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local jumpButtonSize = 90
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if isSmallScreenDevice() then
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jumpButtonSize = 70
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end
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local oldJumpTouches = {}
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local currentJumpTouch = nil
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local CameraRotateSensitivity = 0.007
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local CameraRotateDeadZone = CameraRotateSensitivity * 16
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local CameraZoomSensitivity = 0.03
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local PinchZoomDelay = 0.2
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local cameraTouch = nil
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-- make sure all of our images are good to go
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Game:GetService("ContentProvider"):Preload(touchControlsSheet)
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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-- Functions
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function DistanceBetweenTwoPoints(point1, point2)
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local dx = point2.x - point1.x
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local dy = point2.y - point1.y
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return math.sqrt( (dx*dx) + (dy*dy) )
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end
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function transformFromCenterToTopLeft(pointToTranslate, guiObject)
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return UDim2.new(0,pointToTranslate.x - guiObject.AbsoluteSize.x/2,0,pointToTranslate.y - guiObject.AbsoluteSize.y/2)
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end
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function rotatePointAboutLocation(pointToRotate, pointToRotateAbout, radians)
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local sinAnglePercent = math.sin(radians)
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local cosAnglePercent = math.cos(radians)
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local transformedPoint = pointToRotate
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-- translate point back to origin:
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transformedPoint = Vector2.new(transformedPoint.x - pointToRotateAbout.x, transformedPoint.y - pointToRotateAbout.y)
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-- rotate point
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local xNew = transformedPoint.x * cosAnglePercent - transformedPoint.y * sinAnglePercent
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local yNew = transformedPoint.x * sinAnglePercent + transformedPoint.y * cosAnglePercent
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-- translate point back:
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transformedPoint = Vector2.new(xNew + pointToRotateAbout.x, yNew + pointToRotateAbout.y)
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return transformedPoint
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end
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function dotProduct(v1,v2)
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return ((v1.x*v2.x) + (v1.y*v2.y))
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end
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function stationaryThumbstickTouchMove(thumbstickFrame, thumbstickOuter, touchLocation)
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local thumbstickOuterCenterPosition = Vector2.new(thumbstickOuter.Position.X.Offset + thumbstickOuter.AbsoluteSize.x/2, thumbstickOuter.Position.Y.Offset + thumbstickOuter.AbsoluteSize.y/2)
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local centerDiff = DistanceBetweenTwoPoints(touchLocation, thumbstickOuterCenterPosition)
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-- thumbstick is moving outside our region, need to cap its distance
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if centerDiff > (thumbstickSize/2) then
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local thumbVector = Vector2.new(touchLocation.x - thumbstickOuterCenterPosition.x,touchLocation.y - thumbstickOuterCenterPosition.y);
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local normal = thumbVector.unit
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if normal.x == math.nan or normal.x == math.inf then
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normal = Vector2.new(0,normal.y)
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end
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if normal.y == math.nan or normal.y == math.inf then
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normal = Vector2.new(normal.x,0)
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end
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local newThumbstickInnerPosition = thumbstickOuterCenterPosition + (normal * (thumbstickSize/2))
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thumbstickFrame.Position = transformFromCenterToTopLeft(newThumbstickInnerPosition, thumbstickFrame)
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else
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thumbstickFrame.Position = transformFromCenterToTopLeft(touchLocation,thumbstickFrame)
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end
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return Vector2.new(thumbstickFrame.Position.X.Offset - thumbstickOuter.Position.X.Offset,thumbstickFrame.Position.Y.Offset - thumbstickOuter.Position.Y.Offset)
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end
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function followThumbstickTouchMove(thumbstickFrame, thumbstickOuter, touchLocation)
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local thumbstickOuterCenter = Vector2.new(thumbstickOuter.Position.X.Offset + thumbstickOuter.AbsoluteSize.x/2, thumbstickOuter.Position.Y.Offset + thumbstickOuter.AbsoluteSize.y/2)
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-- thumbstick is moving outside our region, need to position outer thumbstick texture carefully (to make look and feel like actual joystick controller)
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if DistanceBetweenTwoPoints(touchLocation, thumbstickOuterCenter) > thumbstickSize/2 then
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local thumbstickInnerCenter = Vector2.new(thumbstickFrame.Position.X.Offset + thumbstickFrame.AbsoluteSize.x/2, thumbstickFrame.Position.Y.Offset + thumbstickFrame.AbsoluteSize.y/2)
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local movementVectorUnit = Vector2.new(touchLocation.x - thumbstickInnerCenter.x, touchLocation.y - thumbstickInnerCenter.y).unit
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local outerToInnerVectorCurrent = Vector2.new(thumbstickInnerCenter.x - thumbstickOuterCenter.x, thumbstickInnerCenter.y - thumbstickOuterCenter.y)
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local outerToInnerVectorCurrentUnit = outerToInnerVectorCurrent.unit
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local movementVector = Vector2.new(touchLocation.x - thumbstickInnerCenter.x, touchLocation.y - thumbstickInnerCenter.y)
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-- First, find the angle between the new thumbstick movement vector,
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-- and the vector between thumbstick inner and thumbstick outer.
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-- We will use this to pivot thumbstick outer around thumbstick inner, gives a nice joystick feel
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local crossOuterToInnerWithMovement = (outerToInnerVectorCurrentUnit.x * movementVectorUnit.y) - (outerToInnerVectorCurrentUnit.y * movementVectorUnit.x)
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local angle = math.atan2(crossOuterToInnerWithMovement, dotProduct(outerToInnerVectorCurrentUnit, movementVectorUnit))
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local anglePercent = angle * math.min( (movementVector.magnitude)/(outerToInnerVectorCurrent.magnitude), 1.0);
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-- If angle is significant, rotate about the inner thumbsticks current center
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if math.abs(anglePercent) > 0.00001 then
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local outerThumbCenter = rotatePointAboutLocation(thumbstickOuterCenter, thumbstickInnerCenter, anglePercent)
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thumbstickOuter.Position = transformFromCenterToTopLeft(Vector2.new(outerThumbCenter.x,outerThumbCenter.y), thumbstickOuter)
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end
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-- now just translate outer thumbstick to make sure it stays nears inner thumbstick
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thumbstickOuter.Position = UDim2.new(0,thumbstickOuter.Position.X.Offset+movementVector.x,0,thumbstickOuter.Position.Y.Offset+movementVector.y)
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end
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thumbstickFrame.Position = transformFromCenterToTopLeft(touchLocation,thumbstickFrame)
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-- a bit of error checking to make sure thumbsticks stay close to eachother
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thumbstickFramePosition = Vector2.new(thumbstickFrame.Position.X.Offset,thumbstickFrame.Position.Y.Offset)
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thumbstickOuterPosition = Vector2.new(thumbstickOuter.Position.X.Offset,thumbstickOuter.Position.Y.Offset)
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if DistanceBetweenTwoPoints(thumbstickFramePosition, thumbstickOuterPosition) > thumbstickSize/2 then
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local vectorWithLength = (thumbstickOuterPosition - thumbstickFramePosition).unit * thumbstickSize/2
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thumbstickOuter.Position = UDim2.new(0,thumbstickFramePosition.x + vectorWithLength.x,0,thumbstickFramePosition.y + vectorWithLength.y)
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end
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return Vector2.new(thumbstickFrame.Position.X.Offset - thumbstickOuter.Position.X.Offset,thumbstickFrame.Position.Y.Offset - thumbstickOuter.Position.Y.Offset)
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end
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function movementOutsideDeadZone(movementVector)
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return ( (math.abs(movementVector.x) > ThumbstickDeadZone) or (math.abs(movementVector.y) > ThumbstickDeadZone) )
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end
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function constructThumbstick(defaultThumbstickPos, updateFunction, stationaryThumbstick)
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local thumbstickFrame = Instance.new("Frame")
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thumbstickFrame.Name = "ThumbstickFrame"
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thumbstickFrame.Active = true
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thumbstickFrame.Size = UDim2.new(0,thumbstickSize,0,thumbstickSize)
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thumbstickFrame.Position = defaultThumbstickPos
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thumbstickFrame.BackgroundTransparency = 1
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local outerThumbstick = Instance.new("ImageLabel")
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outerThumbstick.Name = "OuterThumbstick"
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outerThumbstick.Image = touchControlsSheet
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outerThumbstick.ImageRectOffset = Vector2.new(0,0)
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outerThumbstick.ImageRectSize = Vector2.new(220,220)
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outerThumbstick.BackgroundTransparency = 1
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outerThumbstick.Size = UDim2.new(0,thumbstickSize,0,thumbstickSize)
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outerThumbstick.Position = defaultThumbstickPos
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outerThumbstick.Parent = Game.CoreGui.RobloxGui
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local innerThumbstick = Instance.new("ImageLabel")
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innerThumbstick.Name = "InnerThumbstick"
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innerThumbstick.Image = touchControlsSheet
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innerThumbstick.ImageRectOffset = Vector2.new(220,0)
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innerThumbstick.ImageRectSize = Vector2.new(111,111)
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innerThumbstick.BackgroundTransparency = 1
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innerThumbstick.Size = UDim2.new(0,thumbstickSize/2,0,thumbstickSize/2)
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innerThumbstick.Position = UDim2.new(0, thumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, thumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4)
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innerThumbstick.Parent = thumbstickFrame
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innerThumbstick.ZIndex = 2
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local thumbstickTouch = nil
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local userInputServiceTouchMovedCon = nil
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local userInputSeviceTouchEndedCon = nil
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local startInputTracking = function(inputObject)
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if thumbstickTouch then return end
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if inputObject == cameraTouch then return end
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if inputObject == currentJumpTouch then return end
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if inputObject.UserInputType ~= Enum.UserInputType.Touch then return end
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thumbstickTouch = inputObject
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table.insert(thumbstickTouches,thumbstickTouch)
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thumbstickFrame.Position = transformFromCenterToTopLeft(thumbstickTouch.Position,thumbstickFrame)
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outerThumbstick.Position = thumbstickFrame.Position
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userInputServiceTouchMovedCon = userInputService.TouchMoved:connect(function(movedInput)
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if movedInput == thumbstickTouch then
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local movementVector = nil
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if stationaryThumbstick then
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movementVector = stationaryThumbstickTouchMove(thumbstickFrame,outerThumbstick,Vector2.new(movedInput.Position.x,movedInput.Position.y))
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else
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movementVector = followThumbstickTouchMove(thumbstickFrame,outerThumbstick,Vector2.new(movedInput.Position.x,movedInput.Position.y))
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end
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if updateFunction then
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updateFunction(movementVector,outerThumbstick.Size.X.Offset/2)
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end
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end
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end)
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userInputSeviceTouchEndedCon = userInputService.TouchEnded:connect(function(endedInput)
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if endedInput == thumbstickTouch then
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if updateFunction then
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updateFunction(Vector2.new(0,0),1)
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end
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userInputSeviceTouchEndedCon:disconnect()
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userInputServiceTouchMovedCon:disconnect()
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thumbstickFrame.Position = defaultThumbstickPos
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outerThumbstick.Position = defaultThumbstickPos
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for i, object in pairs(thumbstickTouches) do
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if object == thumbstickTouch then
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table.remove(thumbstickTouches,i)
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break
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end
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end
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thumbstickTouch = nil
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end
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end)
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end
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userInputService.Changed:connect(function(prop)
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if prop == "ModalEnabled" then
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thumbstickFrame.Visible = not userInputService.ModalEnabled
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outerThumbstick.Visible = not userInputService.ModalEnabled
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end
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end)
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thumbstickFrame.InputBegan:connect(startInputTracking)
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return thumbstickFrame
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end
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function setupCharacterMovement( parentFrame )
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local lastMovementVector, lastMaxMovement = nil
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local moveCharacterFunc = localPlayer.MoveCharacter
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local moveCharacterFunction = function ( movementVector, maxMovement )
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if localPlayer then
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if movementOutsideDeadZone(movementVector) then
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lastMovementVector = movementVector
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lastMaxMovement = maxMovement
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-- sometimes rounding error will not allow us to go max speed at some
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-- thumbstick angles, fix this with a bit of fudging near 100% throttle
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if movementVector.magnitude/maxMovement > ThumbstickMaxPercentGive then
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maxMovement = movementVector.magnitude - 1
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end
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moveCharacterFunc(localPlayer, movementVector, maxMovement)
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else
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lastMovementVector = Vector2.new(0,0)
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lastMaxMovement = 1
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moveCharacterFunc(localPlayer, lastMovementVector, lastMaxMovement)
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end
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end
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end
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local thumbstickPos = UDim2.new(0,thumbstickSize/2,1,-thumbstickSize*1.75)
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if isSmallScreenDevice() then
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thumbstickPos = UDim2.new(0,(thumbstickSize/2) - 10,1,-thumbstickSize - 20)
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end
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local characterThumbstick = constructThumbstick(thumbstickPos, moveCharacterFunction, false)
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characterThumbstick.Name = "CharacterThumbstick"
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characterThumbstick.Parent = parentFrame
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local refreshCharacterMovement = function()
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if localPlayer and moveCharacterFunc and lastMovementVector and lastMaxMovement then
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moveCharacterFunc(localPlayer, lastMovementVector, lastMaxMovement)
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end
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end
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return refreshCharacterMovement
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end
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function setupJumpButton( parentFrame )
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local jumpButton = Instance.new("ImageButton")
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jumpButton.Name = "JumpButton"
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jumpButton.BackgroundTransparency = 1
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jumpButton.Image = touchControlsSheet
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jumpButton.ImageRectOffset = Vector2.new(176,222)
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jumpButton.ImageRectSize = Vector2.new(174,174)
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jumpButton.Size = UDim2.new(0,jumpButtonSize,0,jumpButtonSize)
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if isSmallScreenDevice() then
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jumpButton.Position = UDim2.new(1, -(jumpButtonSize*2.25), 1, -jumpButtonSize - 20)
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else
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jumpButton.Position = UDim2.new(1, -(jumpButtonSize*2.75), 1, -jumpButtonSize - 120)
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end
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local playerJumpFunc = localPlayer.JumpCharacter
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local doJumpLoop = function ()
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while currentJumpTouch do
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if localPlayer then
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playerJumpFunc(localPlayer)
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end
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wait(1/60)
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end
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end
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jumpButton.InputBegan:connect(function(inputObject)
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if inputObject.UserInputType ~= Enum.UserInputType.Touch then return end
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if currentJumpTouch then return end
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if inputObject == cameraTouch then return end
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for i, touch in pairs(oldJumpTouches) do
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if touch == inputObject then
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return
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end
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end
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currentJumpTouch = inputObject
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jumpButton.ImageRectOffset = Vector2.new(0,222)
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jumpButton.ImageRectSize = Vector2.new(174,174)
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doJumpLoop()
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end)
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jumpButton.InputEnded:connect(function (inputObject)
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if inputObject.UserInputType ~= Enum.UserInputType.Touch then return end
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jumpButton.ImageRectOffset = Vector2.new(176,222)
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jumpButton.ImageRectSize = Vector2.new(174,174)
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if inputObject == currentJumpTouch then
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table.insert(oldJumpTouches,currentJumpTouch)
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currentJumpTouch = nil
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end
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end)
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userInputService.InputEnded:connect(function ( globalInputObject )
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for i, touch in pairs(oldJumpTouches) do
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if touch == globalInputObject then
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table.remove(oldJumpTouches,i)
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break
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end
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end
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end)
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userInputService.Changed:connect(function(prop)
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if prop == "ModalEnabled" then
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jumpButton.Visible = not userInputService.ModalEnabled
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end
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end)
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jumpButton.Parent = parentFrame
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end
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function isTouchUsedByJumpButton( touch )
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if touch == currentJumpTouch then return true end
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for i, touchToCompare in pairs(oldJumpTouches) do
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if touch == touchToCompare then
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return true
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end
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end
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return false
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end
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function isTouchUsedByThumbstick(touch)
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for i, touchToCompare in pairs(thumbstickTouches) do
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if touch == touchToCompare then
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return true
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end
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end
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return false
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end
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function setupCameraControl(parentFrame, refreshCharacterMoveFunc)
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local lastPos = nil
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local hasRotatedCamera = false
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local rotateCameraFunc = userInputService.RotateCamera
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local pinchTime = -1
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local shouldPinch = false
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local lastPinchScale = nil
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local zoomCameraFunc = userInputService.ZoomCamera
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local pinchTouches = {}
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local pinchFrame = nil
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local resetCameraRotateState = function()
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cameraTouch = nil
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hasRotatedCamera = false
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lastPos = nil
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end
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local resetPinchState = function ()
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pinchTouches = {}
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lastPinchScale = nil
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shouldPinch = false
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pinchFrame:Destroy()
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pinchFrame = nil
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end
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local startPinch = function(firstTouch, secondTouch)
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-- track pinching in new frame
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if pinchFrame then pinchFrame:Destroy() end -- make sure we didn't track in any mud
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pinchFrame = Instance.new("Frame")
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pinchFrame.Name = "PinchFrame"
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pinchFrame.BackgroundTransparency = 1
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pinchFrame.Parent = parentFrame
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pinchFrame.Size = UDim2.new(1,0,1,0)
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pinchFrame.InputChanged:connect(function(inputObject)
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if not shouldPinch then
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resetPinchState()
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return
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end
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resetCameraRotateState()
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if lastPinchScale == nil then -- first pinch move, just set up scale
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if inputObject == firstTouch then
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lastPinchScale = (inputObject.Position - secondTouch.Position).magnitude
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firstTouch = inputObject
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elseif inputObject == secondTouch then
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lastPinchScale = (inputObject.Position - firstTouch.Position).magnitude
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secondTouch = inputObject
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end
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else -- we are now actually pinching, do comparison to last pinch size
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local newPinchDistance = 0
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if inputObject == firstTouch then
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newPinchDistance = (inputObject.Position - secondTouch.Position).magnitude
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firstTouch = inputObject
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elseif inputObject == secondTouch then
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newPinchDistance = (inputObject.Position - firstTouch.Position).magnitude
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secondTouch = inputObject
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end
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if newPinchDistance ~= 0 then
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local pinchDiff = newPinchDistance - lastPinchScale
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if pinchDiff ~= 0 then
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zoomCameraFunc(userInputService, (pinchDiff * CameraZoomSensitivity))
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end
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lastPinchScale = newPinchDistance
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end
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end
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end)
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pinchFrame.InputEnded:connect(function(inputObject) -- pinch is over, destroy all
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if inputObject == firstTouch or inputObject == secondTouch then
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resetPinchState()
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end
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end)
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end
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local pinchGestureReceivedTouch = function(inputObject)
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if #pinchTouches < 1 then
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table.insert(pinchTouches,inputObject)
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pinchTime = tick()
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shouldPinch = false
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elseif #pinchTouches == 1 then
|
|
shouldPinch = ( (tick() - pinchTime) <= PinchZoomDelay )
|
|
|
|
if shouldPinch then
|
|
table.insert(pinchTouches,inputObject)
|
|
startPinch(pinchTouches[1], pinchTouches[2])
|
|
else -- shouldn't ever get here, but just in case
|
|
pinchTouches = {}
|
|
end
|
|
end
|
|
end
|
|
|
|
parentFrame.InputBegan:connect(function (inputObject)
|
|
if inputObject.UserInputType ~= Enum.UserInputType.Touch then return end
|
|
if isTouchUsedByJumpButton(inputObject) then return end
|
|
|
|
local usedByThumbstick = isTouchUsedByThumbstick(inputObject)
|
|
if not usedByThumbstick then
|
|
pinchGestureReceivedTouch(inputObject)
|
|
end
|
|
|
|
if cameraTouch == nil and not usedByThumbstick then
|
|
cameraTouch = inputObject
|
|
lastPos = Vector2.new(cameraTouch.Position.x,cameraTouch.Position.y)
|
|
lastTick = tick()
|
|
end
|
|
end)
|
|
userInputService.InputChanged:connect(function (inputObject)
|
|
if inputObject.UserInputType ~= Enum.UserInputType.Touch then return end
|
|
if cameraTouch ~= inputObject then return end
|
|
|
|
local newPos = Vector2.new(cameraTouch.Position.x,cameraTouch.Position.y)
|
|
local touchDiff = (lastPos - newPos) * CameraRotateSensitivity
|
|
|
|
-- first time rotating outside deadzone, just setup for next changed event
|
|
if not hasRotatedCamera and (touchDiff.magnitude > CameraRotateDeadZone) then
|
|
hasRotatedCamera = true
|
|
lastPos = newPos
|
|
end
|
|
|
|
-- fire everytime after we have rotated out of deadzone
|
|
if hasRotatedCamera and (lastPos ~= newPos) then
|
|
rotateCameraFunc(userInputService, touchDiff)
|
|
refreshCharacterMoveFunc()
|
|
lastPos = newPos
|
|
end
|
|
end)
|
|
userInputService.InputEnded:connect(function (inputObject)
|
|
if cameraTouch == inputObject or cameraTouch == nil then
|
|
resetCameraRotateState()
|
|
end
|
|
|
|
for i, touch in pairs(pinchTouches) do
|
|
if touch == inputObject then
|
|
table.remove(pinchTouches,i)
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
function setupTouchControls()
|
|
local touchControlFrame = Instance.new("Frame")
|
|
touchControlFrame.Name = "TouchControlFrame"
|
|
touchControlFrame.Size = UDim2.new(1,0,1,0)
|
|
touchControlFrame.BackgroundTransparency = 1
|
|
touchControlFrame.Parent = Game.CoreGui.RobloxGui
|
|
|
|
local refreshCharacterMoveFunc = setupCharacterMovement(touchControlFrame)
|
|
setupJumpButton(touchControlFrame)
|
|
setupCameraControl(touchControlFrame, refreshCharacterMoveFunc)
|
|
|
|
userInputService.ProcessedEvent:connect(function(inputObject, processed)
|
|
if not processed then return end
|
|
|
|
-- kill camera pan if the touch is used by some user controls
|
|
if inputObject == cameraTouch and inputObject.UserInputState == Enum.UserInputState.Begin then
|
|
cameraTouch = nil
|
|
end
|
|
end)
|
|
end
|
|
|
|
|
|
----------------------------------------------------------------------------
|
|
----------------------------------------------------------------------------
|
|
-- Start of Script
|
|
|
|
if userInputService:IsLuaTouchControls() then
|
|
setupTouchControls()
|
|
else
|
|
script:Destroy()
|
|
end |