private void SetupTouch()
        {
            var uit_            = GetComponent <UITouch>();
            var BodyPortraitSR_ = Body_.GetComponent <UIAugmentedFaceBody>().ScrollViewFacesObj_.GetComponent <ScrollRect>();

            uit_.BeginDrag += (e_) => { BodyPortraitSR_.OnBeginDrag(e_); };
            uit_.Drag      += (e_) => { BodyPortraitSR_.OnDrag(e_); };
            uit_.EndDrag   += (e_) => { BodyPortraitSR_.OnEndDrag(e_); };

            uit_.OneEndDrag += (pos_, dir_, mag_, cardDir_) =>
            {
                if (cardDir_ == UIDragDirection.Up)
                {
                    var WorkerAFW_ = Worker_.GetComponent <AugmentedFaceWorker>();
                    WorkerAFW_.SetFace(FaceInfo_);
                }

                if (cardDir_ == UIDragDirection.Down)
                {
                    //#if UNITY_EDITOR
                    //					DestroyImmediate(gameObject);
                    //#else
                    //					Destroy(gameObject);
                    //#endif
                    //					Directory.Delete(FaceInfo_.FolderPath_, true);

                    var WorkerAFW_ = Worker_.GetComponent <AugmentedFaceWorker>();
                    WorkerAFW_.SetFace(null);
                }
            };
        }
Exemple #2
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        DiscreteStep(int Action_)
        {
            base.DiscreteStep(Action_);

            switch (Action_)
            {
            case TurnRight:
                Head.transform.eulerAngles = new Vector3(Head.transform.eulerAngles.x,
                                                         Head.transform.eulerAngles.y + TurnSpeed * DeltTimeAgentStep,
                                                         Head.transform.eulerAngles.z);
                break;

            case TurnLeft:
                Head.transform.eulerAngles = new Vector3(Head.transform.eulerAngles.x,
                                                         Head.transform.eulerAngles.y - TurnSpeed * DeltTimeAgentStep,
                                                         Head.transform.eulerAngles.z);
                break;

            default:
                break;
            }

            // keep moving forward
            Head.transform.position += Head.transform.forward * MovementSpeed * DeltTimeAgentStep;

            // update the movement of the bodies
            foreach (GameObject Body_ in Bodies)
            {
                Body_.GetComponent <SnakeBody>().UpdateMovement();
            }
        } // DiscreteStep