Beispiel #1
0
	void Awake ()
	{
		if(InputParser_rightClick.instance == null)
		{
			instance = this;
		}
		else
		{
			Debug.LogWarning("Multiple instance of InputParser_rightClick singleton found, disabling this one : " + this.gameObject.name.ToString());
			this.enabled = false;
		}

		if(raycast_Cameras.Count == 0)
		{
			Debug.LogWarning("There are no cameras assigned to raycast from the InputParser_rightClick, disabling this : " + this.gameObject.name.ToString());
			this.enabled = false;
		}

		if(LayersForInput == _layerSet_Nothing)
		{
			Debug.LogWarning("InputParser_rightClick - no layers assigned for input : This is not an issue if you intend to assign new LayerMask objects to the InputParser's public mask object 'LayersForInput' during runtime.");
			Debug.LogWarning("InputParser_rightClick - no layers assigned for input : Currently no renderers are going to be raycasted or sent input messages!");
		}

		//Clicks should never be delayed by this script for flow of control purposes, only enough to properly process inputs
		_time_ClickUnDelayed = Time.time;

		//Store screen dimensions so we can easily tell if the mouse is in the screen or not
		_screenW = Screen.width;
		_screenH = Screen.height;

		//If this is built to use mouse, we will add a single internalInputTracker to our list so that we don't have to worry about it later
		//There will only ever be this one tracker in the List (for the mouse); the List remains because it makes the code uniform in FixedUpdate() when 
		//			sending messages, eliminating the need to handle them differently in FixedUpdate()
		_ongoing_Inputs.Add(new internalInputTracker(Vector3.zero));

	}
    void Awake()
    {
        if(InputParser_rightClick.instance == null)
        {
            instance = this;
        }
        else
        {
            Debug.LogWarning("Multiple instance of InputParser_rightClick singleton found, disabling this one : " + this.gameObject.name.ToString());
            this.enabled = false;
        }

        if(raycast_Cameras.Count == 0)
        {
            Debug.LogWarning("There are no cameras assigned to raycast from the InputParser_rightClick, disabling this : " + this.gameObject.name.ToString());
            this.enabled = false;
        }

        if(LayersForInput == _layerSet_Nothing)
        {
            Debug.LogWarning("InputParser_rightClick - no layers assigned for input : This is not an issue if you intend to assign new LayerMask objects to the InputParser's public mask object 'LayersForInput' during runtime.");
            Debug.LogWarning("InputParser_rightClick - no layers assigned for input : Currently no renderers are going to be raycasted or sent input messages!");
        }

        //Clicks should never be delayed by this script for flow of control purposes, only enough to properly process inputs
        _time_ClickUnDelayed = Time.time;

        //Store screen dimensions so we can easily tell if the mouse is in the screen or not
        _screenW = Screen.width;
        _screenH = Screen.height;

        //If this is built to use mouse, we will add a single internalInputTracker to our list so that we don't have to worry about it later
        //There will only ever be this one tracker in the List (for the mouse); the List remains because it makes the code uniform in FixedUpdate() when
        //			sending messages, eliminating the need to handle them differently in FixedUpdate()
        _ongoing_Inputs.Add(new internalInputTracker(Vector3.zero));
    }