Ejemplo n.º 1
0
    /* public bool getTouch()
     * {
     * if (Input.touchCount > 0)
     * {
     *  Touch touch = Input.GetTouch(0);
     *   if (touch.phase == TouchPhase.Began)
     *   {
     *    Vector2 pos = Camera.main.ScreenToWorldPoint(touch.position);
     *    RaycastHit2D hit = Physics2D.Raycast(pos, Vector2.zero, 0f);
     *
     *    if (hit.collider != null)
     *    {
     *      inputNum[index] = hit.collider.name[hit.collider.name.Length - 1] - '0';
     *      return true;
     *    }
     *  }
     * }
     * return false;
     * } */

    public bool getTouch()
    {
        bool toReturn = false;
        int  count    = Input.touchCount;

        for (int i = 0; i < count; i++)
        {
            Touch touch = Input.GetTouch(i);
            if (touch.phase == TouchPhase.Began)
            {
                Vector2      pos = Camera.main.ScreenToWorldPoint(touch.position /*Input.mousePosition */);
                RaycastHit2D hit = Physics2D.Raycast(pos, Vector2.zero, 0f);

                if (hit.collider != null)
                {
                    target = hit.collider.GetComponent <InputCollider>();
                    int selectedCollider = target.name[target.name.Length - 1] - '0';
                    fadeCoroutine[selectedCollider - 1] = target.StartCoroutine(target.fade(fadeCoroutine[selectedCollider - 1]));
                    if (i == 0)
                    {
                        if (index < inputNum.Length)
                        {
                            inputNum[index] = selectedCollider;
                            toReturn        = true;
                        }
                    }
                }
            }
        }
        return(toReturn);
    }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     inputInfo      = GetInputType();
     spriteSelector = new InputSpriteSelector(
         gameObject.GetComponent <SpriteRenderer>(),
         Resources.LoadAll <Sprite>("debug_circles"));
     inputCollider     = new InputCollider(collisionRadius, collisionMask);
     inputAnchorPoint  = new Vector2();
     grabPullBehaviour = new GrabPullBehaviour();
     objectAnchor      = new Vector2();
 }