protected static DetermineMoveDirection ( float x, float y ) : MoveDirection | ||
x | float | X movement. |
y | float | Y movement. |
return | MoveDirection |
/// <summary> /// /// <para> /// Given some input data generate an AxisEventData that can be used by the event system. /// </para> /// /// </summary> /// <param name="x">X movement.</param><param name="y">Y movement.</param><param name="moveDeadZone">Dead Zone.</param> protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { if (this.m_AxisEventData == null) { this.m_AxisEventData = new AxisEventData(this.eventSystem); } this.m_AxisEventData.Reset(); this.m_AxisEventData.moveVector = new Vector2(x, y); this.m_AxisEventData.moveDir = BaseInputModule.DetermineMoveDirection(x, y, moveDeadZone); return(this.m_AxisEventData); }
protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { /* used in StandaloneInputModule.SendMoveEventToSelectedObject() * create new AxisEventData and assign m_AxisEventData to it * update its fields */ if (this.m_AxisEventData == null) { this.m_AxisEventData = new AxisEventData(this.eventSystem); } this.m_AxisEventData.Reset(); this.m_AxisEventData.moveVector = new Vector2(x, y); this.m_AxisEventData.moveDir = BaseInputModule.DetermineMoveDirection(x, y, moveDeadZone); return(this.m_AxisEventData); }
/// <summary> /// /// <para> /// Given an input movement, determine the best MoveDirection. /// </para> /// /// </summary> /// <param name="x">X movement.</param><param name="y">Y movement.</param><param name="deadZone">Dead zone.</param> protected static MoveDirection DetermineMoveDirection(float x, float y) { return(BaseInputModule.DetermineMoveDirection(x, y, 0.6f)); }