void ProcessInput() { //Debug.Log("WorldSphereController.ProcesInput: rotation enabled = " + rotationEnabled.ToString()); if (rotationEnabled) { TouchInput.InputStatus inputStatus = GlobalManager.MInput.CheckInput(); //Debug.Log("WorldSphereController.ProcessInput: " + inputStatus.ToString()); switch (inputStatus) { case TouchInput.InputStatus.SinglePress: case TouchInput.InputStatus.DoublePress: EnableRotation(false); EnableRotation(true); break; case TouchInput.InputStatus.SingleMove: // rotate the world to the direction of a finger/mouse move EnableRotation(false); Vector3 moveDelta = GlobalManager.MInput.MoveDelta; float cameraDistance = Camera.main.transform.position.z; Vector3 rotateDelta = new Vector3(moveDelta.y, -moveDelta.x, 0) * cameraDistance * worldRotateFactor; transform.Rotate(rotateDelta, Space.World); EnableRotation(true); break; case TouchInput.InputStatus.DoubleMove: // rotate the world around z-axis EnableRotation(false); transform.Rotate(new Vector3(0, 0, GlobalManager.MInput.AngleDelta), Space.World); EnableRotation(true); break; } } }
void ProcessInput() { TouchInput.InputStatus inputStatus = GlobalManager.MInput.CheckInput(); //Debug.Log("WorldCameraController.ProcessInput: " + inputStatus.ToString()); switch (inputStatus) { case TouchInput.InputStatus.DoubleMove: ManualZoom(GlobalManager.MInput.MoveDelta); break; } }