protected virtual void Update() { // Update input inputManager.Update(Requires); // Make sure the camera exists var camera = D2dHelper.GetCamera(null); if (camera != null) { // Loop through all non-gui fingers foreach (var finger in inputManager.Fingers) { if (finger.StartedOverGui == false) { // Grab extra finger data and position var link = D2dInputManager.Link.FindOrCreate(ref links, finger); var position = D2dHelper.ScreenToWorldPosition(finger.PositionA, Intercept, camera); // Create indiactor? if (finger.Down == true) { link.Start = position; if (IndicatorPrefab != null) { link.Visual = Instantiate(IndicatorPrefab); link.Visual.SetActive(true); } } // Update indicator? if (finger.Set == true && link.Visual != null) { var scale = Vector3.Distance(position, link.Start); var angle = D2dHelper.Atan2(position - link.Start) * Mathf.Rad2Deg; link.Visual.transform.position = link.Start; link.Visual.transform.rotation = Quaternion.Euler(0.0f, 0.0f, -angle); link.Visual.transform.localScale = new Vector3(Thickness, scale, scale); } // Slice scene then clear link? if (finger.Up == true) { D2dSlice.All(Paint, link.Start, position, Thickness, Shape, Color, Layers); link.Clear(); } } } } }
protected virtual void Update() { // Update input inputManager.Update(KeyCode.None); // Make sure the camera exists var camera = D2dHelper.GetCamera(null); if (camera != null) { // Loop through all non-gui fingers foreach (var finger in inputManager.Fingers) { if (finger.StartedOverGui == false) { var localPosition = transform.localPosition; var targetX = (finger.PositionA.x - Screen.width / 2) * MoveScale; var targetY = (finger.PositionA.y - Screen.height / 2) * MoveScale; var factor = D2dHelper.DampenFactor(MoveSpeed, Time.deltaTime); localPosition.x = Mathf.Lerp(localPosition.x, targetX, factor); localPosition.y = Mathf.Lerp(localPosition.y, targetY, factor); transform.localPosition = localPosition; // Fire? if (finger.Up == true) { if (MuzzlePrefab != null) { Instantiate(MuzzlePrefab, transform.position, Quaternion.identity); } if (BulletPrefab != null) { var position = camera.ScreenToWorldPoint(finger.PositionA); Instantiate(BulletPrefab, position, Quaternion.identity); } } // Skip other fingers break; } } } }
protected virtual void FixedUpdate() { if (inputManager.Fingers.Count > 0) { // Make sure the camera exists var camera = D2dHelper.GetCamera(null); if (camera != null) { // Make sure the target exists if (Target != null) { // Grab world position and transition there var center = inputManager.GetAveragePosition(true); var position = D2dHelper.ScreenToWorldPosition(center, Intercept, camera); var factor = D2dHelper.DampenFactor(Dampening, Time.fixedDeltaTime); Target.velocity += (Vector2)(position - Target.transform.position) * factor; } } } }
private void SpawnNow() { // Prefab exists? if (Prefab != null) { // Main camera exists? var camera = D2dHelper.GetCamera(Camera); if (camera != null) { // World position of the mouse var position = D2dHelper.ScreenToWorldPosition(Input.mousePosition, Intercept, camera); // Get a random rotation around the Z axis var rotation = Quaternion.Euler(0.0f, 0.0f, Random.Range(0.0f, 360.0f)); // Spawn prefab here var clone = Instantiate(Prefab, position, rotation); clone.SetActive(true); } } }
protected virtual void Update() { if (Input.GetKeyDown(Requires) == true) { var camera = D2dHelper.GetCamera(Camera, gameObject); if (camera != null) { var ray = camera.ScreenPointToRay(Input.mousePosition); var count = Physics2D.GetRayIntersectionNonAlloc(ray, raycastHit2Ds, float.PositiveInfinity, Layers); if (count > 0) { for (var i = 0; i < count; i++) { var raycastHit2D = raycastHit2Ds[i]; if (TryFracture(raycastHit2D) == true) { // Spawn prefab? if (Prefab != null) { var clone = Instantiate(Prefab, raycastHit2D.point, Quaternion.Euler(0.0f, 0.0f, Random.Range(0.0f, 360.0f))); clone.SetActive(true); } if (Hit == HitType.First) { break; } } } } } } }
protected virtual void Update() { // Update input inputManager.Update(Requires); // Make sure the camera exists var camera = D2dHelper.GetCamera(null); if (camera != null) { // Loop through all non-gui fingers foreach (var finger in inputManager.Fingers) { if (finger.StartedOverGui == false) { // Grab extra finger data and position var link = D2dInputManager.Link.FindOrCreate(ref links, finger); var position = D2dHelper.ScreenToWorldPosition(finger.PositionA, Intercept, camera); // Create indiactor? if (finger.Down == true && IndicatorPrefab != null) { link.Visual = Instantiate(IndicatorPrefab); link.Scale = link.Visual.transform.localScale; link.Visual.SetActive(true); } // Update indicator? if (finger.Set == true && link.Visual != null) { link.Visual.transform.position = position; link.Visual.transform.localScale = Vector3.Scale(link.Scale, new Vector3(Size.x, Size.y, 1.0f)); } // Clear indicator then stamp? if (finger.Up == true) { // Stamp everything at this point? if (Hit == HitType.All) { D2dStamp.All(Paint, position, Size, Angle, Shape, Color, Layers); } // Stamp the first thing at this point? if (Hit == HitType.First) { var destructible = default(D2dDestructible); if (D2dDestructible.TrySampleThrough(position, ref destructible) == true) { destructible.Paint(Paint, D2dStamp.CalculateMatrix(position, Size, Angle), Shape, Color); } } // Destroy indicator link.Clear(); } } } } }
protected virtual void Update() { // Update input inputManager.Update(Requires); // Make sure the camera exists var camera = D2dHelper.GetCamera(null); if (camera != null) { // Loop through all non-gui fingers foreach (var finger in inputManager.Fingers) { if (finger.StartedOverGui == false) { // Grab extra finger data and position var link = D2dInputManager.Link.FindOrCreate(ref links, finger); var position = D2dHelper.ScreenToWorldPosition(finger.PositionA, Intercept, camera); // Create indiactor? if (finger.Down == true) { link.Start = position; if (IndicatorPrefab != null) { link.Visual = Instantiate(IndicatorPrefab); link.Visual.SetActive(true); } } // Update indicator? if (finger.Set == true && link.Visual != null) { var angle = GetAngleAndClampCurrentPos(link.Start, ref position); var scale = Vector3.Distance(position, link.Start) * Scale; link.Visual.transform.position = link.Start; link.Visual.transform.rotation = Quaternion.Euler(0.0f, 0.0f, -angle); link.Visual.transform.localScale = new Vector3(scale, scale, scale); } // Slice scene then clear link? if (finger.Up == true) { var angle = GetAngleAndClampCurrentPos(link.Start, ref position) + ProjectileAngle + Random.Range(-ProjectileSpread, ProjectileSpread); // Spawn var projectile = Instantiate(ProjectilePrefab, link.Start, Quaternion.Euler(0.0f, 0.0f, -angle)); projectile.SetActive(true); // Apply velocity? var rigidbody2D = projectile.GetComponent <Rigidbody2D>(); if (rigidbody2D != null) { rigidbody2D.velocity = (position - link.Start) * ProjectileSpeed; } link.Clear(); } } } } }