//------------------------------------------------------------------------- void OnFingerUp(FingerUpEvent e) { if (onFingerUp != null) { onFingerUp(e.Position); } }
void FingerUpEventHandler(FingerUpEvent e) { if (fingerUpMethods != null) { fingerUpMethods(e.Position, e.Selection); } }
private void OnFingerUp(FingerUpEvent eventData) { if (Camera.main == null) { return; } if (Drag || Pinch) { return; } if (UICamera.Raycast(eventData.Position)) { return; } if (UICamera.Raycast(eventData.Finger.Position)) { return; } if (UICamera.Raycast(eventData.Finger.StartPosition)) { return; } RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(eventData.Position); if (Physics.Raycast(ray, out hit, 1000, 1 << GTLayer.LAYER_DEFAULT) && Application.isEditor) { GTNetworkSend.Instance.TryPursue(hit.point); } }
void OnFingerUp(FingerUpEvent e) { PathRenderer path = paths[e.Finger.Index]; path.AddPoint(e.Finger.Position, fingerUpMarkerPrefab); UI.StatusText = "Finger " + e.Finger + " was held down for " + e.TimeHeldDown.ToString("N2") + " seconds"; }
void OnFingerUpUp(FingerUpEvent e) { // time the finger has been held down before being released float elapsedTime = e.TimeHeldDown; Debug.Log("elapsedTime: " + elapsedTime); }
void OnFingerUp( FingerUpEvent e ) { if(minigameState != MinigameState.active && isPlaying) return; if(e.Selection != null) { Debug.Log("fingerup"); if(isPlaying) { int index = burgerParts.IndexOf(e.Selection); Debug.Log(index); Debug.Log(e.Selection.name); StartCoroutine(Enlarge(e.Selection)); if(index == mainSequence[playerSequence.Count]) { Debug.Log("correct"); CorrectSelection(index); } else { IncorrectSelection(); Debug.Log("incorrect"); } } } }
void OnFingerUp(FingerUpEvent e) { if (currentFinger == e.Finger) { currentFinger = null; GoToTouchTarget(e.Position, 1f); } }
void OnFingerUp(FingerUpEvent e) { Debug.Log("Call OnFingerUp"); if (fingerUpDelegate != null) { fingerUpDelegate(); } }
//Gesture used to Recognize finger being lifted off screen void OnFingerUp(FingerUpEvent e) { //Stop moving Forward startMovingForward = false; //Stop moving backward startMovingBackWard = false; }
void OnFingerUp(FingerUpEvent e) { m_fingureDown = false; if (m_player != null) { m_player.EndMove(); } }
public void OnFingerUp(FingerUpEvent e) { _updates.Add(new InputMessage( InputMessage.InputTypes.FingerUp, InputMessage.MessageTypes.Transient, e.Position )); }
void OnFingerUpBack(FingerUpEvent e) { if (inkDict.ContainsKey(e.Finger.Index) && inkDict[e.Finger.Index] != null) { inkDict[e.Finger.Index].Fade(); inkDict[e.Finger.Index] = null; } }
void OnFingerUp(FingerUpEvent e) { if (lastBamboos != null) { DestroylastBamboo(); } CapsuleBuild(); ListClear(); }
void OnFingerUp(FingerUpEvent fingerUp) { if (fingerUp.Selection == gameObject) { canMove = false; } // moving = false; }
void OnFingerUp(FingerUpEvent e) { m_enableMove = false; if (SwitchState != null) { SwitchState(EEntityState.Hit, m_recordPosition); } }
private void OnFingerUp(FingerUpEvent e) { if (m_FingerIndex1 != -1 || m_FingerIndex2 != -1 || m_Pinch || IsOverUI(e.Position)) { return; } //Debug.LogFormat("--------------OnFingerUp Pos {0} m_FingerIndex1: {1} m_FingerIndex2: {2} m_Pitch: {3}", e.Position, m_FingerIndex1, m_FingerIndex2, m_Pinch); }
void OnFingerUp( FingerUpEvent e ) { GameObject selection = e.Selection; if (selection == null ) return; SenseGuesture sense = selection.GetComponent<SenseGuesture>(); if ( sense != null ) sense.DealOnFingerUp( e ); }
private void OnUp(FingerUpEvent eventData) { if (m_isGesture) { if (OnGestureTap != null) { OnGestureTap(eventData.Position); } } }
void OnFingerUp(FingerUpEvent e) { if (!isCameraMoving) { isFingerUp = true; DebugFile.GetInstance().WriteKeyFile("OnFingerUp", "OnFingerUp"); MessageManager.GetInstance().Send( (int)GameMessageDefine.CrossRoadAnimalTeamStopMove); } }
void OnFingerUp(FingerUpEvent fingerUp) { if (m_onFingerUpFunc != null) { m_onFingerUpFunc.BeginPCall(); m_onFingerUpFunc.Push(self); m_onFingerUpFunc.Push(fingerUp); m_onFingerUpFunc.PCall(); m_onFingerUpFunc.EndPCall(); } }
void OnFingerUp( FingerUpEvent e ) { if( e.Selection == fingerUpObject ) SpawnParticles( fingerUpObject ); // The finger object contains useful information not available through the event arguments that you might want to use FingerGestures.Finger finger = e.Finger; Debug.Log( "Finger was lifted up on " + ( e.Selection ? e.Selection.name : "<nothing>" ) + " at " + finger.Position + " and moved " + finger.DistanceFromStart.ToString( "N0" ) + " pixels from its initial position at " + finger.StartPosition + ". It was held down for " + e.TimeHeldDown + " seconds" ); }
private void OnSceneUp(FingerUpEvent upEvent) { if (!EnableGesture) { return; } //Debug.LogErrorFormat ("{0}->OnSceneUp: pos: {1}, finger: {2}", GetType ().Name, upEvent.Position, upEvent.Finger.Index); m_UpSingal.Dispatch(upEvent); }
void OnFingerUp(FingerUpEvent e) { if(e.Finger.Index != 0) return; fingerDown = false; position = e.Position; if (OnFingerUpEvent != null) OnFingerUpEvent (e); }
void OnLetterGridFingerUp(FingerUpEvent gesture) { if (allowInput && gridLetter != null) { activateRayCasters(true); if (!allowAnimation) { animationFingerUp(gridLetter); } } }
void OnFingerUp(FingerUpEvent e) { if (e.Selection == fingerUpObject) { SpawnParticles(fingerUpObject); } // The finger object contains useful information not available through the event arguments that you might want to use FingerGestures.Finger finger = e.Finger; Debug.Log("Finger was lifted up on " + (e.Selection ? e.Selection.name : "<nothing>") + " at " + finger.Position + " and moved " + finger.DistanceFromStart.ToString("N0") + " pixels from its initial position at " + finger.StartPosition + ". It was held down for " + e.TimeHeldDown + " seconds"); }
//按下放开事件 void OnFingerUp(FingerUpEvent e) { //如果选取目标对象为本物体 if (e.Selection == gameObject) { //设置控制器中选定的物体为空 game_controller.selection = null; //手指不松开不检测碰撞 game_controller.isMotionEnd = true; //松手回复z坐标 gameObject.transform.position = GetWorldPos(e.Position) + new Vector3(0, 0, -1); } }
void OnFingerUp(FingerUpEvent e) { GameObject selection = e.Selection; if (selection == null) { return; } SenseGuesture sense = selection.GetComponent <SenseGuesture>(); if (sense != null) { sense.DealOnFingerUp(e); } }
static int get_TimeHeldDown(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); FingerUpEvent obj = (FingerUpEvent)o; float ret = obj.TimeHeldDown; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index TimeHeldDown on a nil value" : e.Message)); } }
void OnFingerUp(FingerUpEvent e) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(e.Finger.Position.x, e.Finger.Position.y, 1)); trail.time = Time.time - startTime; Vector3 direction = (e.Finger.Position - startPos); if (direction.sqrMagnitude < 1) return; direction.Normalize(); float angle = Vector2.Angle(Vector2.right, direction); if (direction.y <= 0 || angle < minAngle) direction = minDirection; else if (direction.x <= 0 || maxAngle < angle) direction = maxDirection; GameLogic.Instance.initiateKickInCustomDirection(direction); angle = Vector2.Angle(Vector2.right, direction); }
void OnFingerUp(FingerUpEvent e) { if (e.Selection == this.gameObject) { GameObject[] furnitures = GameObject.FindGameObjectsWithTag("Furniture"); for (int i = 0; i < furnitures.Length; i++) { if (furnitures[i].transform.name.Contains("wall") || furnitures[i].transform.name.Contains("Wall") || furnitures[i].transform.name.Contains("Floor") || furnitures[i].transform.name.Contains("floor") || furnitures[i].transform.name.Contains("ciling") || furnitures[i].transform.name.Contains("Ceiling")) { Debug.Log(furnitures[i].transform.name); } else if (furnitures[i].GetComponent <Renderer>()) { furnitures[i].GetComponent <Renderer>().enabled = true; } else { furnitures[i].GetComponentInChildren <Renderer>().enabled = true; } } } }
static int _CreateFingerUpEvent(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { FingerUpEvent obj = new FingerUpEvent(); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: FingerUpEvent.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void OnFingerUp(FingerUpEvent gesture) { if (!enabled) { return; } if (allowInput && letter) { activateRayCasters(true); onDragFinish(letter, isOnLettersContainer); letter.transform.position = new Vector3(letter.transform.position.x, firstPosition.y, 0); DOTween.Kill("InputW_Dragging"); if (!isOnLettersContainer) { if (gridLetter) { onTap(gridLetter); } else { //if(canDeleteLetter) { onTapToDelete(letter); } } } gridLetter = null; letter = null; } canDeleteLetter = true; drag = false; isOnLettersContainer = false; }
//手指抬起事件,因为长按事件就是按了x秒就算一次长按, //需要监听开始长按到手指抬起的这段时间,在此加速, //我想不出别的法子了, void MyFingerUpEventHandler(FingerUpEvent e) { Debug.Log ("finger up"); //如果手指抬起时,pressToSpeedUp为true,说明此前处于加速态,此时需要去掉加速效果, //恢复原始动作及速度, if (pressToSpeedUp == true) { pressToSpeedUp = false; } }
private void OnFingerUp(FingerUpEvent e) { LoseAllTargets (); gameObject.SetActive (false); }
void OnFingerUp(FingerUpEvent e) { Confirm(); }
void OnFingerUp(FingerUpEvent e) { if(!isGameRunning) return; if(!isPaused) PauseGame(); }
private void OnFingerUp(FingerUpEvent e) { if(!canTakeOffFinger) { //Popup.ShowBlank (Localization.Get("FINGER_ON_SCREEN")); //Time.timeScale = 0f; } }
void OnFingerUp( FingerUpEvent e ) { timothy.SendMessage ("TimothyStopBrake", SendMessageOptions.DontRequireReceiver); }
void OnFingerUpBack( FingerUpEvent e ) { if ( inkDict.ContainsKey( e.Finger.Index ) && inkDict[e.Finger.Index] != null) { inkDict[e.Finger.Index].Fade(); inkDict[e.Finger.Index] = null; } }
/// <summary> /// 抬起时调用 - 累方块和长按消方块需要区分、估计还有其它 /// </summary> /// <param name="fingerIndex"></param> /// <param name="fingerPos"></param> /// <param name="timeHeldDown"></param> void OnFingerUp(FingerUpEvent gesture) { ///< UI层不做处理 if (null != UICamera.hoveredObject) { return; } ///< 判断手指的数量与旋转区分开,当旋转的时候不做方块的累加 if (fingerNumber >= 1) { return; } ///< 表示不是长按,表示点击,累加方块 if (!bIsLongPress && !bIsMovePress && bISAddCube) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (Vector3.Distance(hit.transform.position, transform.position) < SunmConstant.RayMaxLimit && Vector3.Distance(hit.transform.position, transform.position) > SunmConstant.RayMinLimit) { ///< 计算将要累的方块的位置 blockTemp = hit.collider.transform.position; finalTemp = blockTemp + hit.normal.normalized; ///< 如果一旦占据,则直接返回 if (SunmGameInit.bOcupperThreeArray(finalTemp)) { return; } ///< 设置占据位置 SunmGameInit.setThreeArray(finalTemp, SunmConstant.setMaterialID); SunmCubeOpt.AddCube(finalTemp, SunmConstant.rootCube.transform.rotation, SunmConstant.setMaterialID); MusicPlayer.Play(MusicPlayer.WHICH_SOUND.PUTCUBE); gameObject.SendMessage("ArchiveMessageProcessing", new object[] { SunmConstant.setMaterialID, finalTemp }); ///< 给自己发送消息 } } } ///< 抬手,标志位复位 bIsLongPress = false; bIsMovePress = false; }
void OnDetectFingerUp(FingerUpEvent e) { inputActive = false; }
void OnFingerUp( FingerUpEvent e ) { PathRenderer path = paths[e.Finger.Index]; path.AddPoint( e.Finger.Position, fingerUpMarkerPrefab ); UI.StatusText = "Finger " + e.Finger + " was held down for " + e.TimeHeldDown.ToString( "N2" ) + " seconds"; }
void OnPressUp(FingerEvent fingerEvent) { FingerUpEvent upEvent = fingerEvent as FingerUpEvent; MainGame.Singleton.OnPressUp(fingerEvent.Finger.Index, fingerEvent.Position, upEvent.TimeHeldDown); }
public virtual void DealOnFingerUp( FingerUpEvent e ) { }
void OnFingerUp(FingerUpEvent e) { M_Event.FireLogicEvent(LogicEvents.FingerUp, new LogicArg(this)); }
void OnFingerUp(FingerUpEvent e) { if(fingerList.ContainsKey(e.Finger)){ //抬起手指 fingerList[e.Finger][0] = 2; } }
void OnFingerUp(FingerUpEvent e) { GameOver (); }