Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        //Debug.Log (touchDown);
        if (touchDown)
        {
            if (!buttonCheck)
            {
                //Debug.Log ("mouse down");
                clickTime += Time.deltaTime;
                //Only allows the dial to spin if the player has been pressing for over a certain amount of time
                if (spinner && clickTime > clickDelay)
                {
                    //Probably not the best for dealing with movement on both axis,
                    //also will change code to touch controls once we start testing the game on mobile
                    float angle       = Mathf.Atan2(mousepos.y - transform.position.y, mousepos.x - transform.position.x);               // (mousepos.y,mousepos.x);
                    float degrees     = (Mathf.Rad2Deg * angle);
                    float origDegrees = Mathf.Rad2Deg * originalRot;

                    transform.rotation = Quaternion.Euler(0, 0, (origz + (degrees - origDegrees) * rotScale) % 360);
                    //transform.Rotate(0, 0, Input.GetAxis("Mouse Y") + Input.GetAxis("Mouse X")* multiplier, Space.World);
                }
            }
        }
    }
Beispiel #2
0
 public void Update()
 {
     if (held)
     {
         if (!TouchIsOnMe(InputWatcher.GetInputPosition()))
         {
             //BuildDebugConsole.Flash("touch removed from me");
             held = false;
             return;
         }
         if (t.TimeElapsedSecs() >= 0.2f)
         {
             //BuildDebugConsole.Flash("trying to tap");
             held = false;
             GameEvent tapped = new GameEvent("template_tapped");
             tapped.addArgument(this);
             tapped.addArgument(InputWatcher.GetInputPosition());
             EventManager.Instance().RaiseEvent(tapped);
             Debug.Log("template tapped");
             //BuildDebugConsole.Flash("template tapped");
         }
         else
         {
             //BuildDebugConsole.Flash(GamePause.paused + "" +t.TimeElapsedSecs());
         }
     }
     else
     {
         //BuildDebugConsole.Flash("not being held down");
     }
 }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        mousepos = new Vector3(mousepos.x - transform.position.x, mousepos.y - transform.position.y, mousepos.z);
        //Debug.Log (touchDown);
        if (touchDown)
        {
            //Debug.Log ("mouse down");
            clickTime += Time.deltaTime;
            //Only allows the dial to spin if the player has been pressing for over a certain amount of time
            if (spinner && clickTime > clickDelay)
            {
                //Probably not the best for dealing with movement on both axis,
                //also will change code to touch controls once we start testing the game on mobile
                float angle       = Mathf.Atan2(mousepos.y, mousepos.x);         // (mousepos.y,mousepos.x);
                float degrees     = (Mathf.Rad2Deg * angle);
                float origDegrees = Mathf.Rad2Deg * originalRot;
                transform.rotation = Quaternion.Euler(0, 0, (origz + (degrees - origDegrees) * rotScale) % 360);
                //Debug.Log (mousepos.x + ", " + mousepos.y);
                //Debug.Log ("origz: " + origz + " & degrees: " + degrees + " & origDegrees: " + origDegrees + "\n" +mousepos.x + ", " + mousepos.y);
                //Debug.Log ("euler: " + transform.rotation.eulerAngles.z);
                PieceController pc = EditorController.GetFloatingPiece();
                if (pc != null)
                {
                    pc.transform.rotation = transform.rotation;
                }
            }
        }
    }
 public void Update()
 {
     if (moving && !externalMovement)
     {
         Vector3 inputPos = InputWatcher.GetInputPosition();
         transform.position = inputPos - dragPoint;
         transform.position = new Vector3(transform.position.x, transform.position.y, -1.0f);
     }
 }
Beispiel #5
0
    public void HandleEvent(GameEvent ge)
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        if (ge.type.Equals("mouse_release"))
        {
            if (!buttonCheck)
            {
                //Stops the dial from spinning more

                //Only tries to lock if the spinner has a chance of moving
                if (clickTime > clickDelay)
                {
                    //Locks position to nearest interval of 60
                    float rotation = transform.eulerAngles.z;
                    float lockRot  = Mathf.Round(rotation / 60) * 60;
                    transform.rotation = Quaternion.Euler(0, 0, lockRot);
                }
            }
            //resets time
            clickTime   = 0;
            touchDown   = false;
            spinner     = false;
            buttonCheck = false;
        }
        else if (ge.type.Equals("mouse_click"))
        {
            //Allows the dial to start spinning
            RaycastHit targetFind;

            Ray targetSeek = Camera.main.ScreenPointToRay(InputWatcher.GetTouchPosition());
            if (Physics.Raycast(targetSeek, out targetFind))
            {
                //sees if ray collided with the start button
                if (targetFind.collider.gameObject.tag == "Button")
                {
                    buttonCheck = true;
                }
            }
            if (spinner == false)
            {
                originalRot = Mathf.Atan2(mousepos.y, mousepos.x);
                origz       = transform.eulerAngles.z;
                //Debug.Log ("new original degrees: " + originalRot);
            }
            spinner   = true;
            touchDown = true;
        }
    }
    public void AttachEntry(EnemyListEntryController elec)
    {
        moving = true;
        GameObject go = Instantiate(Resources.Load("Prefabs/EnemyListEntry")) as GameObject;

        go.transform.SetParent(canvas.transform, false);
        EnemyListEntryController nelec = go.GetComponent <EnemyListEntryController>();

        nelec.ConfigureFromTemplate(elec.GetEnemyTemplate());
        floatingEntry          = nelec;
        floatingEntry.floating = true;
        Vector3 inputPos = InputWatcher.GetInputPosition();

        floatingEntry.transform.position = new Vector3(inputPos.x, inputPos.y, -1.0f);
    }
Beispiel #7
0
 public void Update()
 {
     if (beingHeld)
     {
         if (!TouchIsOnMe(InputWatcher.GetInputPosition()))
         {
             beingHeld = false;
             return;
         }
         if (holdTimer.TimeElapsedMillis() > 120)
         {
             beingHeld = false;
             WaveEditorController.singleton.AttachEnemy(this);
         }
     }
 }
Beispiel #8
0
    public void Update()
    {
        if (moving)
        {
            Vector3 inputPos = InputWatcher.GetInputPosition();
            transform.position = inputPos - dragPoint;
            transform.position = new Vector3(transform.position.x, transform.position.y, -1.0f);

            /*RectTransform rt = (RectTransform)transform;
             * Vector3 eulerSave = rt.eulerAngles;
             * rt.eulerAngles = new Vector3(0f,0f,0f);
             * boundsmin = rt.TransformPoint(rt.rect.min);
             * boundsmax = rt.TransformPoint(rt.rect.max);
             * rt.eulerAngles = eulerSave;*/
        }
    }
Beispiel #9
0
    public void HandleEvent(GameEvent ge)
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        if (ge.type.Equals("mouse_release"))
        {
            //Stops the dial from spinning more
            spinner = false;
            //Only tries to lock if the spinner has a chance of moving
            if (clickTime > clickDelay)
            {
                //Locks position to nearest interval of 60
                float rotation = transform.eulerAngles.z;
                float lockRot  = Mathf.Round(rotation / 90.0f) * 90;
                transform.rotation = Quaternion.Euler(0, 0, lockRot);
                PieceController pc = EditorController.GetFloatingPiece();
                if (pc != null)
                {
                    pc.SetRotation(360 - transform.rotation.eulerAngles.z);
                }
            }
            //resets time
            clickTime = 0;
            touchDown = false;
        }
        else if (ge.type.Equals("mouse_click"))
        {
            //Allows the dial to start spinning
            if (spinner == false)
            {
                float dist = Mathf.Sqrt(((mousepos.x - transform.position.x) * (mousepos.x - transform.position.x))
                                        + ((mousepos.y - transform.position.y) * (mousepos.y - transform.position.y)));
                if (dist > radius)
                {
                    return;
                }
                originalRot = Mathf.Atan2(mousepos.y - transform.position.y, mousepos.x - transform.position.x);
                origz       = transform.eulerAngles.z;
                //Debug.Log ("new original degrees: " + originalRot);
            }
            spinner   = true;
            touchDown = true;
        }
    }
    public void Update()
    {
        if (!gridloaded)
        {
            gridloaded = true;
            GameObject loader = GameObject.Find("NameHolder");
            LoadTower(loader.GetComponent <TowerLoad> ().towerName);
            Destroy(loader);
        }

        if (frameDelay > 0)
        {
            frameDelay--;
            if (frameDelay <= 0)
            {
                clearCheckPanel.SetActive(false);
            }
        }

        if (floatingPiece != null && floatingPiece.IsMoving())
        {
            if (sr.vertical)
            {
                sr.vertical = false;
            }
        }
        else
        {
            if (!sr.vertical)
            {
                sr.vertical = true;
            }
        }

        if (finger2down && finger1down)
        {
            Vector3 altClickPos   = InputWatcher.GetInputPosition(1);
            Vector3 firstClickPos = InputWatcher.GetInputPosition();
            Vector3 direction     = altClickPos - firstClickPos;
            float   newAngle      = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
            float   diff          = newAngle - twoFingerAngle;
            floatingPiece.transform.eulerAngles = new Vector3(0, 0, pieceAngle + diff);
        }
    }
Beispiel #11
0
    public void HandleEvent(GameEvent ge)
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        mousepos = new Vector3(mousepos.x - spinPivot.transform.position.x, mousepos.y - spinPivot.transform.position.y, mousepos.z);
        if (ge.type.Equals("mouse_release"))
        {
            //Stops the dial from spinning more
            spinner = false;
            //Only tries to lock if the spinner has a chance of moving
            if (clickTime > clickDelay)
            {
                //Locks position to nearest interval of 60
                float rotation = transform.eulerAngles.z;
                float lockRot  = Mathf.Round(rotation / lockThreshold) * lockThreshold;
                transform.rotation = Quaternion.Euler(0, 0, lockRot);
                menuPosition       = (int)lockRot / lockThreshold;
                if (Child.GetComponent <MenuClickScript>() != null)
                {
                    Child.GetComponent <MenuClickScript>().menuPosition = menuPosition % menuMax;
                }

                /*if(Child.GetComponent<MenuInGame>() != null){
                 *      Child.GetComponent<MenuInGame>().menuPosition = (menuPosition % menuMax) % 4;
                 * }*/
            }
            //resets time
            clickTime = 0;
            touchDown = false;
        }
        else if (ge.type.Equals("mouse_click"))
        {
            //Allows the dial to start spinning
            if (spinner == false)
            {
                originalRot = Mathf.Atan2(mousepos.y, mousepos.x);
                origz       = transform.eulerAngles.z;
                //Debug.Log ("new original degrees: " + originalRot);
            }
            spinner   = true;
            touchDown = true;
        }
    }
 public void Update()
 {
     if (held)
     {
         if (!TouchIsOnMe(InputWatcher.GetInputPosition()))
         {
             held = false;
             return;
         }
         if (t.TimeElapsedSecs() >= 0.4f)
         {
             held = false;
             GameEvent tapped = new GameEvent("template_tapped");
             tapped.addArgument(this);
             tapped.addArgument(InputWatcher.GetInputPosition());
             EventManager.Instance().RaiseEvent(tapped);
         }
     }
 }
Beispiel #13
0
 public void Update()
 {
     if (WaveEditorController.singleton.IsMoving())
     {
         if (!glowIsOn && TouchIsOnMe(InputWatcher.GetInputPosition()))
         {
             glowIsOn = true;
             glow.SetActive(glowIsOn);
         }
         if (glowIsOn && !TouchIsOnMe(InputWatcher.GetInputPosition()))
         {
             glowIsOn = false;
             glow.SetActive(glowIsOn);
         }
     }
     else
     {
         glowIsOn = false;
         glow.SetActive(glowIsOn);
     }
 }
    public void Update()
    {
        Vector3 inputPos = InputWatcher.GetInputPosition();

        transform.position = new Vector3(inputPos.x, inputPos.y, -1.0f);
    }
Beispiel #15
0
 public void Update()
 {
     if (eventWaiting)         //this waiting stuff is to make sure nothing else is grabbing the player's input before starting on the drag
     {
         clickUpdateCycled = true;
         eventWaiting      = false;
     }
     else if (clickUpdateCycled)          //now we can handle the event
     {
         if (!WaveEditorController.singleton.IsMoving())
         {
             if (BossTabController.open)
             {
                 return;
             }
             //go into drag mode
             dragging = true;
             RectTransform rt = (RectTransform)leveltrack.transform;
             initialTrackPos = rt.anchoredPosition.x;
             Vector3 touchpos = (Vector3)heldEvent.args[0];
             //RectTransform canvas = (RectTransform)WaveEditorController.singleton.canvas.transform;
             Vector3 newpoint = canvas.InverseTransformPoint(new Vector2(touchpos.x, touchpos.y));
             initialTouchPos = newpoint.x;
         }
         clickUpdateCycled = false;
     }
     if (WaveEditorController.singleton.activeWaveFrame != this)
     {
         return;             //don't do it all over again
     }
     if (dragging && snapping)
     {
         Debug.Log("NO DRAGGING AND SNAPPING AT THE SAME TIME");
     }
     if (dragging)
     {
         //Debug.Log ("dragging");
         RectTransform rt       = (RectTransform)leveltrack.transform;
         Vector3       touchpos = InputWatcher.GetInputPosition();
         //RectTransform canvas = (RectTransform)WaveEditorController.singleton.canvas.transform;
         Vector3 newpoint = canvas.InverseTransformPoint(new Vector2(touchpos.x, touchpos.y));
         float   x        = newpoint.x - initialTouchPos;
         if (initialTrackPos + x > trackbounds)
         {
             rt.anchoredPosition = new Vector2(trackbounds, rt.anchoredPosition.y);
         }
         else if (initialTrackPos + x < -trackbounds)
         {
             rt.anchoredPosition = new Vector2(-trackbounds, rt.anchoredPosition.y);
         }
         else
         {
             rt.anchoredPosition = new Vector2(initialTrackPos + x, rt.anchoredPosition.y);
         }
     }
     if (snapping)
     {
         //Debug.Log ("snapping");
         RectTransform rt       = (RectTransform)leveltrack.transform;
         float         trackPos = rt.anchoredPosition.x;
         float         distance = snapTarget - trackPos;     //distance should always be 412.5 > x > -412.5
         //Debug.Log(distance);
         if (distance > 0)
         {
             if (Mathf.Abs(distance) > 200)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x + 10, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 80)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x + 9, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 40)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x + 8, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 20)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x + 6, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 2.1)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x + 4, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) < 2.1)
             {
                 rt.anchoredPosition = new Vector2(snapTarget, rt.anchoredPosition.y);
                 snapping            = false;
             }
         }
         else
         {
             if (Mathf.Abs(distance) > 200)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x - 10, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 80)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x - 9, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 40)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x - 8, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 20)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x - 6, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) > 2.1)
             {
                 rt.anchoredPosition = new Vector2(rt.anchoredPosition.x - 4, rt.anchoredPosition.y);
             }
             else if (Mathf.Abs(distance) < 2.1)
             {
                 rt.anchoredPosition = new Vector2(snapTarget, rt.anchoredPosition.y);
                 snapping            = false;
             }
         }
     }
 }
Beispiel #16
0
    public void HandleEvent(GameEvent ge)
    {
        if (BossTabController.open)
        {
            return;
        }
        if (WaveEditorController.singleton.panelOpen)
        {
            return;
        }
        if (ge.type.Equals("mouse_click"))
        {
            if (snapping || dragging)
            {
                return;
            }
            canvas = (RectTransform)WaveEditorController.singleton.canvas.transform;
            RectTransform rt       = (RectTransform)transform;
            Vector3       touchpos = (Vector3)ge.args[0];
            Vector3       newpoint = rt.InverseTransformPoint(new Vector2(touchpos.x, touchpos.y));
            if (!rt.rect.Contains(new Vector2(newpoint.x, newpoint.y)))
            {
                //Debug.Log ("click not on thing");
                return;
            }
            else
            {
                //Debug.Log ("a frame thought it was being clicked");
            }
            eventWaiting = true;
            heldEvent    = ge;
        }
        else           //it's a mouse release event
        {
            if (!dragging)
            {
                return;
            }
            dragging = false;
            snapping = true;
            //Debug.Log("we decided to snap");
            //decide which to snap to

            //swipe distance based
            float   movementThreshold = 200f;
            Vector3 touchpos          = InputWatcher.GetInputPosition();
            Vector3 newpoint          = canvas.InverseTransformPoint(new Vector2(touchpos.x, touchpos.y));
            float   distance          = newpoint.x - initialTouchPos;
            if (distance > movementThreshold)
            {
                //Debug.Log ("old snap index: " + snapIndex);
                snapIndex--;
                //Debug.Log ("new snap index: " + snapIndex);
                if (snapIndex < 0)
                {
                    //Debug.Log ("snap index is " + snapIndex + " which is under 0. setting to " + 0);
                    snapIndex = 0;
                }
            }
            else if (distance < -movementThreshold)
            {
                //Debug.Log ("old snap index: " + snapIndex);
                snapIndex++;
                //Debug.Log ("new snap index: " + snapIndex);
                if (snapIndex >= thresholds.Length + 1)
                {
                    //Debug.Log ("snap index is " + snapIndex + " which is over five. setting to " + thresholds.Length);
                    snapIndex = thresholds.Length;
                }
            }


            //absolute position based

            /*RectTransform rt = (RectTransform)leveltrack.transform;
             * float trackPos = rt.anchoredPosition.x;
             * snapIndex = 0;
             * for(int i = 0; i < thresholds.Length; i++){
             *      if(trackPos < thresholds[i]){
             *              snapIndex++;
             *      }else{
             *              break;
             *      }
             * }*/

            //snapIndex is now the index of the frame to snap to
            WaveEditorController.singleton.SetActiveFrame(snapIndex);
            if (snapIndex == 0)
            {
                snapTarget = trackbounds;
            }
            else
            {
                snapTarget = thresholds[snapIndex - 1] - 387.5f;
            }
        }
    }
    public void HandleEvent(GameEvent ge)
    {
        if (ge.type.Equals("piece_tapped"))
        {
            PieceController tappedPiece = (PieceController)ge.args[0];
            if (tappedPiece.GetGridLock())
            {
                if (floatingPiece != null)
                {
                    bool success = grid.TryAddPiece(floatingPiece);
                    if (success)
                    {
                        floatingPiece.SetGridLock(true);
                        floatingPiece = null;
                    }
                }
                Activate(tappedPiece);
            }
            else
            {
                bool success = grid.TryAddPiece(tappedPiece);
                if (success)
                {
                    tappedPiece.SetGridLock(true);
                    floatingPiece = null;
                }
            }
        }
        else if (ge.type.Equals("piece_dropped_on_inventory"))
        {
            PieceController piece = (PieceController)ge.args[0];
            InventoryAdd(piece);
        }
        else if (ge.type.Equals("template_tapped"))
        {
            PieceTemplateController tappedPiece = (PieceTemplateController)ge.args[0];
            Vector3 loc = (Vector3)ge.args[1];
            if (floatingPiece != null)
            {
                bool success = grid.TryAddPiece(floatingPiece);
                if (success)
                {
                    floatingPiece.SetGridLock(true);
                    floatingPiece = null;
                }
            }

            GameObject go = Instantiate(Resources.Load("Prefabs/ExistingPiece")) as GameObject;
            go.transform.SetParent(canvas.transform, false);
            go.transform.position = new Vector3(loc.x, loc.y, go.transform.position.z);
            PieceController newPiece = go.GetComponent <PieceController>();
            newPiece.ConfigureFromJSON(tappedPiece.GetFilename());
            newPiece.SetRotation(0);
            newPiece.SetMoving(true);
            Activate(newPiece);
            iwc.RemovePiece(newPiece);
            //tappedPiece.SetCount(tappedPiece.GetCount()-1);
        }
        else if (ge.type.Equals("alt_click"))
        {
            if (floatingPiece == null)
            {
                return;
            }
            if (!finger1down)
            {
                return;
            }

            Vector3 altClickPos = (Vector3)ge.args[0];
            //check if the second click is on one of the rotate buttons
            float ymax = rotCounterclockwise.rect.y + (rotCounterclockwise.rect.height / 2f);
            float xmax = rotCounterclockwise.rect.x + (rotCounterclockwise.rect.width / 2f);
            if (altClickPos.x < xmax && altClickPos.y < ymax)             //then you're on the buttons
            {
                return;
            }

            Vector3 firstClickPos = InputWatcher.GetInputPosition();
            Vector3 direction     = altClickPos - firstClickPos;
            twoFingerAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
            pieceAngle     = floatingPiece.transform.eulerAngles.z;

            floatingPiece.SetTwoFingerMovement(true);
            finger2down = true;
        }
        else if (ge.type.Equals("alt_release"))
        {
            Debug.Log("alt release happened");
            if (floatingPiece == null)
            {
                return;
            }
            if (!finger2down)
            {
                return;
            }

            if (waitingForOtherFingerToReset)
            {
                floatingPiece.SetTwoFingerMovement(false);
                waitingForOtherFingerToReset = false;
            }
            else
            {
                waitingForOtherFingerToReset = true;
                floatingPiece.LockRotation();
            }
            finger2down = false;
        }
        else if (ge.type.Equals("mouse_click"))
        {
            Vector3 pos = (Vector3)ge.args[0];
            if (grid.TouchIsOnMe(pos))
            {
                finger1down = true;
            }
        }
        else if (ge.type.Equals("mouse_release"))
        {
            if (floatingPiece == null)
            {
                return;
            }
            if (waitingForOtherFingerToReset)
            {
                floatingPiece.SetTwoFingerMovement(false);
                waitingForOtherFingerToReset = false;
            }
            else
            {
                waitingForOtherFingerToReset = true;
                floatingPiece.LockRotation();
            }
            finger1down = false;
        }
    }
Beispiel #18
0
    public void HandleEvent(GameEvent ge)
    {
        Vector3 mousepos = InputWatcher.GetInputPosition();

        if (ge.type.Equals("mouse_release"))
        {
            if (altspinning)
            {
                return;
            }
            //Stops the dial from spinning more
            spinner = false;
            //Only tries to lock if the spinner has a chance of moving
            if (clickTime > clickDelay)
            {
                //Locks position to nearest interval of 60
                LockRotation();
            }
            //resets time
            clickTime = 0;
            touchDown = false;
        }
        else if (ge.type.Equals("mouse_click"))
        {
            if (altspinning)
            {
                return;
            }
            //Allows the dial to start spinning
            if (spinner == false)
            {
                float dist = Mathf.Sqrt(((mousepos.x - transform.position.x) * (mousepos.x - transform.position.x))
                                        + ((mousepos.y - transform.position.y) * (mousepos.y - transform.position.y)));
                if (dist > radius)
                {
                    return;
                }
                originalRot = Mathf.Atan2(mousepos.y - transform.position.y, mousepos.x - transform.position.x);
                origz       = transform.eulerAngles.z;
                //Debug.Log ("new original degrees: " + originalRot);
            }
            spinner   = true;
            touchDown = true;
        }
        else if (ge.type.Equals("alt_click"))
        {
            mousepos = InputWatcher.GetInputPosition(1);
            if (spinner)
            {
                return;
            }
            if ((int)ge.args[1] != 1)             //second finger only
            {
                return;
            }

            if (altspinning == false)
            {
                float dist = Mathf.Sqrt(((mousepos.x - transform.position.x) * (mousepos.x - transform.position.x))
                                        + ((mousepos.y - transform.position.y) * (mousepos.y - transform.position.y)));
                if (dist > radius)
                {
                    return;
                }
                originalRot = Mathf.Atan2(mousepos.y - transform.position.y, mousepos.x - transform.position.x);
                origz       = transform.eulerAngles.z;
                //Debug.Log ("new original degrees: " + originalRot);
            }
            altspinning = true;
            touchDown   = true;
        }
        else if (ge.type.Equals("alt_release"))
        {
            mousepos = InputWatcher.GetInputPosition(1);
            if (spinner)
            {
                return;
            }
            if ((int)ge.args[1] != 1)             //second finger only
            {
                return;
            }

            //Stops the dial from spinning more
            altspinning = false;
            //Only tries to lock if the spinner has a chance of moving
            if (clickTime > clickDelay)
            {
                //Locks position to nearest interval of 90
                LockRotation();
            }
            //resets time
            clickTime = 0;
            touchDown = false;
        }
    }