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UnityFinger

Screen events manager for Unity

Requirements

  • UnityEngine
  • UnityEngine.UI
  • NUnitFramework

Tests

I use NUnitFramework as test tool. see UnityFinger/Tests directory.

Sample

The sample Unity project is here for your reference!

Usage

You should know the follwoing knowledges for using UnityFinger

FingerObserverSupervisor supervises the observer for observing the finger events. For observing it, the each observer needs the reference for IScreenInput. I implemented the some classes implementing IScreenInput.

  • EditorInput for UnityEditor
  • MobileInput for using on the mobile

FingerObserverSupervisor requires the any IScreenInput instance for its intialization.

using UnityFinger;

var input = new EditorInput();
var supervisor = new FingerObserverSupervisor(input);

FingerEventManager manages the events for UnityFinger. And also, it manages observers for registering them to FingerObserverSupervisor. This means that FingerObserverSupervisor do nothing if there are no events for UnityFinger. The each observer will be registered when setting FingerEventManager an event corresponding to it. So FingerManager does create the instances of observers, or requires the observer configs.

The configuration in UnityFinger is put into IFingerObserverConfig. This is an interface for all observers referring. But considering all all configuration is so hard work, so I implemented DefaultFingerObserverConfig. You can implement the class inheriting this and override some configs if you need.

var config = new DefaultFingerObserverConfig();
var manager = new FingerManager(supervisor, config);

Let's register some events via FingerManager!

manager.AddTapListener(pos => { /* ... */ });

As the last step for usage, you must call update functions.

void Update()
{
    input.Update();
    supervisor.Update();
}

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