protected void LateUpdate() { inputManager.Update(key); // Use mouse hover preview? if (showPreview == true) { if (P3dInputManager.MouseExists == true && inputManager.Fingers.Count == 0 && P3dInputManager.PointOverGui(P3dInputManager.MousePosition) == false) { PaintAt(null, P3dInputManager.MousePosition, true, 1.0f, this); } else { BreakHits(this); } } for (var i = inputManager.Fingers.Count - 1; i >= 0; i--) { var finger = inputManager.Fingers[i]; var down = finger.Down; var up = finger.Up; Paint(finger, down, up); } }
protected void LateUpdate() { #if USE_LEAN_TOUCH var fingers = Use.GetFingers(); #else inputManager.Update(key); var fingers = inputManager.Fingers; if (Input.touchCount <= 0) { fingers.Clear(); canPaint = true; } if (Input.touchCount >= 2) { canPaint = false; } fings = fingers; #endif // Use mouse hover preview? if (showPreview == true) { if (P3dInputManager.MouseExists == true && fingers.Count == 0 && P3dInputManager.PointOverGui(P3dInputManager.MousePosition) == false) { PaintAt(null, P3dInputManager.MousePosition, true, 1.0f, this); } else { BreakHits(this); } } for (var i = fingers.Count - 1; i >= 0; i--) { var finger = fingers[i]; #if !USE_LEAN_TOUCH if (finger.StartedOverGui == true) { continue; } #endif Paint(finger, finger.Down, finger.Up); } }
protected virtual void LateUpdate() { inputManager.Update(key); if (target != null) { if (Pressing() == true) { if (storeStates == true && target.isPlaying == false) { P3dStateManager.StoreAllStates(); } target.Play(); } else { target.Stop(); } } }
protected virtual void Update() { inputManager.Update(key); if (prefab != null) { var fingers = inputManager.Fingers; if (fingers.Count == 1 && fingers[0].Down == true && fingers[0].StartedOverGui == false) { var camera = P3dHelper.GetCamera(); if (camera != null) { if (storeStates == true) { P3dStateManager.StoreAllStates(); } // Find the ray for this screen position var ray = camera.ScreenPointToRay(P3dInputManager.MousePosition); var rotation = Quaternion.LookRotation(ray.direction); // Loop through all prefabs and spawn them var clone = Instantiate(prefab, ray.origin, rotation); clone.SetActive(true); // Throw with velocity? var cloneRigidbody = clone.GetComponent <Rigidbody>(); if (cloneRigidbody != null) { cloneRigidbody.velocity = clone.transform.forward * Speed; } } } } }