public void OnFingerTap(Lean.LeanFinger finger) { Debug.Log("DEM TAPS"); // Does the prefab exist? if (Prefab != null) { // Make sure the finger isn't over any GUI elements if (finger.IsOverGui == false) { /* * // Clone the prefab, and place it where the finger was tapped * var position = finger.GetWorldPosition(10.0f); * var rotation = Quaternion.identity; * var clone = (GameObject)Instantiate(Prefab, position, rotation); * * // Make sure the prefab gets destroyed after some time * Destroy(clone, 2.0f); */ } else { if (finger.WhatTouched() == IgnoredObject) { var position = new Vector3(finger.ScreenPosition.x, 0.0f, finger.ScreenPosition.y); var rotation = Quaternion.identity; var clone = (GameObject)Instantiate(Prefab, position, rotation); Destroy(clone, 2.0f); } } } }
void LateUpdate() { //Debug.Log(Fingers.ToString()); if (target && Fingers != null) { if (Fingers.WhatTouched() == null) { //Myzoomslider.value min =.5 max =15 //Jake Hartman xSpeed = (MyZoomSlider.value * -1f) + 28f; ySpeed = (MyZoomSlider.value * -1f) + 28f; x += Lean.LeanTouch.DragDelta.x * xSpeed * 0.02f; y -= Lean.LeanTouch.DragDelta.y * ySpeed * 0.02f; y = ClampAngle(y, yMinLimit, yMaxLimit); Quaternion rotation = Quaternion.Euler(y, x, 0); // This exists here because it used to say "MouseWheel" and I wanted to preserve the structure. // JOS: 10/20/2016 distance = Mathf.Clamp(distance, distanceMin, distanceMax); float dst = distance; /* * RaycastHit hit; * if (Physics.Linecast(target.position, rotation * new Vector3(0f, 0f, -distance) + target.position, out hit)) * { * dst -= hit.distance; * } */ Vector3 negDistance = new Vector3(0.0f, 0.0f, -dst); Vector3 position = rotation * negDistance + target.position; transform.rotation = rotation; transform.position = position; //Debug.Log("NO TOUCHY THE THING"); } else // User is moving the slider or clicking on something else { KeepCameraOnWorld(); } } else if (target) // Separate so angle is not updated between CUP transitions { KeepCameraOnWorld(); } MyZoomSlider.value = distance; transform.LookAt(target); }