Beispiel #1
0
        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);
            }
        }
Beispiel #2
0
        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);
            }
        }
Beispiel #3
0
        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();
                }
            }
        }
Beispiel #4
0
        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;
                        }
                    }
                }
            }
        }