Example #1
0
 public static void DestroyWithError(GameObject go, string message)
 {
     LogSystem.LogWarning(new object[]
     {
         message
     });
     if (VCTouchController.Instance != null && VCTouchController.Instance.gameObject == go)
     {
         VCTouchController.ResetInstance();
     }
     UnityEngine.Object.Destroy(go);
 }
Example #2
0
    /// <summary>
    /// Outputs an error and then Destroys a GameObject.
    /// </summary>
    public static void DestroyWithError(GameObject go, string message)
    {
        Debug.LogError(message);

        // reset our singleton instance for touch controller if this about to be destroyed GO owned it.
        if (VCTouchController.Instance != null && VCTouchController.Instance.gameObject == go)
        {
            VCTouchController.ResetInstance();
        }

        GameObject.Destroy(go);
    }
Example #3
0
    private const int kEmulatedTouchFingerId = 99999; // the fingerId we assign to the TouchWrapper that represents Mouse input in the Editor.

    void Awake()
    {
        this.useGUILayout = false;

        if (Instance != null)
        {
            VCUtils.DestroyWithError(gameObject, "Only one VCTouchController can be in a scene!  Destroying the gameObject with this component.");
            return;
        }
        Instance = this;

        touches = new List <VCTouchWrapper>();
        // add a TouchWrapper for each touch we will track.  We create
        // and reuse a pool instead of instantiating new touches during execution.
        for (int i = 0; i < kMaxTouches; i++)
        {
            touches.Add(new VCTouchWrapper());
        }
    }
Example #4
0
 public static void ResetInstance()
 {
     Instance = null;
 }