Beispiel #1
0
    void Update()
    {
        // 点击鼠标左键取得、移动、旋转、翻转七巧板
        if (Input.GetMouseButtonDown(0))
        {
            // 将屏幕坐标转换成世界坐标
            v3 = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            // 将三维坐标转换成二维坐标
            v2 = new Vector2(v3.x, v3.y);
            // 发射射线
            hit = Physics2D.Raycast(v2, Vector2.zero);
            if (hit.collider != null && hit.collider.tag.Equals("Tangram"))
            {
                TangramUI.StartGame();
                isMouseDownL = true;
                // 获得碰撞物体名字
                hitName = hit.collider.gameObject.name;
                // 如果点击的是旋转精灵,则翻转6号七巧板
                if (hitName.Equals(tn [0]))
                {
                    Vector3 tempScale = tg [6].transform.localScale;
                    tempScale.x *= -1;
                    tg [6].transform.localScale = tempScale;
                    TangramAA.TangramRefreshPoint(hit.collider.gameObject);
//					tg [6].transform.Rotate (180, 0, 0);
                    rotateCount += 2;
                    TangramUI.RotateCount(rotateCount);
                }
                else
                {
                    // 如果点击一个七巧板后直接点击另一个七巧板,则初始化上个七巧板,并渲染当前七巧板
                    if (isSpriteDown && hitNameOld != hitName)
                    {
                        InitialTangramBack(hitNameOld);
                    }
                    isSpriteDown  = true;
                    isClick       = true;
                    mouseDownTime = Time.time;
                    hitNameOld    = hitName;
                    RenderTangram(hitName);
                }
            }
            else
            {
                // 如果点击空白区域,初始化七巧板
                isMouseDownL = false;
                isClick      = false;
                if (isSpriteDown)
                {
                    InitialTangramBack(hitName);
                    InitialTangramBack(hitNameOld);
                    isSpriteDown = false;
                    hitNameOld   = hitName;
                }
            }
        }

        // 当按下并移动鼠标时同步移动七巧板
        if (isMouseDownL && isSpriteDown)
        {
            if (lastMousePosition != Vector3.zero)
            {
                Vector3 offset = Camera.main.ScreenToWorldPoint(Input.mousePosition) - lastMousePosition;
                if (offset != Vector3.zero)
                {
                    isMove = true;
                    hit.transform.position = hit.transform.position + offset;
                    ScaleTangramChange(hit.collider.gameObject, IsInMakeArea(hit.collider.gameObject));
                }
            }
            lastMousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        }

        // 单击鼠标右键初始化其他七巧板,若有翻转则弹出翻转精灵
        if (Input.GetMouseButtonDown(1))
        {
            v3  = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            v2  = new Vector2(v3.x, v3.y);
            hit = Physics2D.Raycast(v2, Vector2.zero);
            if (isMouseDownR)
            {
                tg [0].transform.position = gamedata.tangramPosition [0];
                isMouseDownR = false;
            }
            if (isSpriteDown && hitNameOld != null)
            {
                InitialTangramBack(hitNameOld);
                isSpriteDown = false;
            }
            if (hit.collider != null && IsInMakeArea(hit.collider.gameObject) && hit.collider.tag.Equals("Tangram"))
            {
                isMouseDownR = true;
                isSpriteDown = true;
                hitName      = hit.collider.gameObject.name;
                if (hitName.Equals(tn [6]))
                {
                    RenderTangram(hitName);
                    tg [0].transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y, 0);
                    hitNameOld = hitName;
                }
            }
        }

        // 松开鼠标左键时判断七巧版状态并执行相应操作
        if (Input.GetMouseButtonUp(0))
        {
            isMouseDownL      = false;
            lastMousePosition = Vector3.zero;
            // 判断七巧板的位置,决定是否将其移回,移回后刷新特征点
            if (isSpriteDown && !IsInMakeArea(hit.collider.gameObject))
            {
                MoveTangramBack(hit.collider.gameObject);
                TangramAA.TangramRefreshPoint(hit.collider.gameObject);
            }
            // 判断是否移动过,决定移动次数和自动调整
            if (isMove)
            {
                moveCount++;
                TangramUI.MoveCount(moveCount);
                soundPlay.PlayMoveSound();
                isMove = false;
                // 如果对七巧板进行过操作,则自动调整七巧板位置
                if ((PlayerPrefs.GetInt("isAutomaticAdjustment", 1) == 1) && isSpriteDown && IsInMakeArea(hit.collider.gameObject))
                {
                    TangramAA.TangramRefreshPoint(hit.collider.gameObject);
                    TangramAA.TangramAutAdj(hit.collider.gameObject);
                }
            }
            else
            {
                // 每完成一次翻转或点击其他地方时初始化旋转精灵坐标
                tg [0].transform.position = gamedata.tangramPosition [0];
                // 如果是有效单击(响应时间内的单击)七巧板则旋转七巧板
                if (isSpriteDown && isClick && IsInMakeArea(hit.collider.gameObject) && !hitName.Equals(tn [0]))
                {
                    clickTime = Time.time - mouseDownTime;
                    if (clickTime < 0.3f)
                    {
                        hit.transform.Rotate(0, 0, -45);
                        rotateCount++;
                        TangramUI.RotateCount(rotateCount);
                        soundPlay.PlayMoveSound();
                        isClick = false;
                        // 旋转后不调整位置,但刷新特征点
                        if ((PlayerPrefs.GetInt("isAutomaticAdjustment", 1) == 1) && isSpriteDown && IsInMakeArea(hit.collider.gameObject))
                        {
                            TangramAA.TangramRefreshPoint(hit.collider.gameObject);
                        }
                    }
                }
            }
        }

        if (Input.GetMouseButtonUp(1))
        {
            lastMousePosition = Vector3.zero;
            isClick           = false;
        }
    }