// Checking mouse press and release events to get linear slices based on input
    public void LateUpdate()
    {
        for (int id = 0; id < 10; id++)
        {
            Vector2D pos = new Vector2D(input.GetInputPosition(id));

            if (input.GetInputClicked(id))
            {
                linearPair[id].A.Set(pos);
            }

            if (input.GetInputPressed(id))
            {
                linearPair[id].B.Set(pos);
            }

            if (input.GetInputReleased(id))
            {
                if (input.GetSlicingEnabled(id))
                {
                    LinearSlice(linearPair[id]);
                }
            }

            if (input.GetInputPressed(id) == false)
            {
                linearPair[id].A.Set(pos);
                linearPair[id].B.Set(pos);
            }
        }
    }
Beispiel #2
0
        // Checking mouse press and release events to get linear slices based on input
        public void LateUpdate()
        {
            for (int id = 0; id < 10; id++)
            {
                Vector2 pos = input.GetInputPosition(id);

                if (input.GetInputClicked(id))
                {
                    linearPair[id].a = pos;
                }

                if (input.GetInputPressed(id))
                {
                    linearPair[id].b = pos;
                }

                if (input.GetInputReleased(id))
                {
                    if (input.GetSlicingEnabled(id))
                    {
                        LinearSlice(linearPair[id].ToPair2D());
                    }
                }

                if (input.GetInputPressed(id) == false)
                {
                    linearPair[id].a = pos;
                    linearPair[id].b = pos;
                }
            }
        }
    // Checking mouse press and release events to get linear slices based on input
    public void LateUpdate()
    {
        for (int id = 0; id < 10; id++)
        {
            Vector2D pos = new Vector2D(input.GetInputPosition(id));

            if (input.GetInputClicked(id))
            {
                points[id].Clear();
                points[id].Add(pos);
            }

            if (input.GetInputPressed(id))
            {
                Vector2D posMove = new Vector2D(points[id].Last());
                while ((Vector2D.Distance(posMove, pos) > minVertexDistance))
                {
                    float direction = (float)Vector2D.Atan2(pos, posMove);
                    posMove.Push(direction, minVertexDistance);
                    points[id].Add(new Vector2D(posMove));
                }
            }

            if (input.GetInputReleased(id))
            {
                Slicer2D.complexSliceType = complexSliceType;

                if (input.GetSlicingEnabled(id))
                {
                    ComplexSlice(points[id]);
                }

                points[id].Clear();
            }

            if (input.GetInputPressed(id) == false)
            {
                if (points[id].Count > 0)
                {
                    points[id].Clear();
                }
            }
        }
    }
Beispiel #4
0
    // Checking mouse press and release events to get linear slices based on input
    public void LateUpdate()
    {
        Vector2D pos = new Vector2D(input.GetInputPosition(0));

        if (input.GetInputPressed(0))
        {
            linearPair.B.Set(pos);
        }

        if (input.GetInputReleased(0))
        {
            LinearSlice(linearPair);
        }

        if (input.GetInputPressed(0) == false)
        {
            linearPair.B.Set(pos);
        }
    }
Beispiel #5
0
        // Checking mouse press and release events to get linear slices based on input
        public void LateUpdate()
        {
            Vector2 pos = input.GetInputPosition(0);

            if (input.GetInputPressed(0))
            {
                linearPair.b = pos;
            }

            if (input.GetInputReleased(0))
            {
                LinearSlice(linearPair.ToPair2D());
            }

            if (input.GetInputPressed(0) == false)
            {
                linearPair.b = pos;
            }
        }
        public void LateUpdate()
        {
            Vector2 pos = input.GetInputPosition();

            if (input.GetInputClicked())
            {
                points.Clear();
                points.Add(pos);
            }

            if (input.GetInputPressed())
            {
                Vector2 posMove = points.Last();
                while ((Vector2.Distance(posMove, pos) > minVertexDistance))
                {
                    float direction = pos.Atan2(posMove);
                    posMove = posMove.Push(direction, minVertexDistance);
                    points.Add(posMove);
                }
            }

            if (input.GetInputReleased())
            {
                if (input.GetSlicingEnabled())
                {
                    ComplexMerge(points.ToVector2DList());
                }

                points.Clear();
            }

            if (input.GetInputPressed() == false)
            {
                if (points.Count() > 0)
                {
                    points.Clear();
                }
            }
        }