Exemple #1
0
    void TouchOrMouseChange(InputHandler handler)
    {
        if (!this.isTouched)
        {
            return;
        }

        InputHandlerPointer pointer       = (InputHandlerPointer)handler;
        Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector3             newPosition   = new Vector3(worldPosition.x + offset.x, worldPosition.y + offset.y, gameObject.transform.position.z);
        Vector3             deltaPosition = this.previousPosition - newPosition;

        // This will lock the movement along one of the two axis
        if (this.onlyMoveAlongAxis)
        {
            this.direction = Math.Abs(deltaPosition.x) > Math.Abs(deltaPosition.y) ? AxisDirection.horizontal : AxisDirection.vertical;

            float xPos = (this.direction == AxisDirection.horizontal) ? (worldPosition.x + offset.x) : transform.position.x;
            float yPos = (this.direction == AxisDirection.vertical) ? (worldPosition.y + offset.y) : transform.position.y;
            newPosition = new Vector3(xPos, yPos, gameObject.transform.position.z);
        }

        this.previousPosition = newPosition;
        this.DragDidContinue(newPosition);
    }
Exemple #2
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    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        // Make sure you are touching this object
        foreach (Collider2D targetCollider in colliders)
        {
            if (targetCollider == Physics2D.OverlapPoint(touchPos))
            {
                Debug.Log("Collider pressed: " + targetCollider.gameObject.name);
                if (targetCollider == resetCollider)
                {
                    ResetCode();
                }
                else if (targetCollider == enterCollider)
                {
                    CheckIfEvent();
                }
                else
                {
                    NumberPressed(targetCollider.gameObject.name);
                }
            }
        }
    }
Exemple #3
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    void TouchOrMouseStart(InputHandler handler)
    {
        // TouchOrMouse event is of (sub-)type InputHandlerPointer
        //		Debug.Log("Touch or mouse start");

        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        // Make sure you are touching this object
        if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
        {
            gameObject.transform.rotation = Quaternion.identity;             // Reset the rotation
            if (spriteWhenDragging != null)
            {
                gameObject.GetComponent <SpriteRenderer>().sprite = spriteWhenDragging;
            }

            // If you are already on a plate, move back to your original
            if (hitTargetOn != null)
            {
                ReturnToOriginalPosition();
            }
            else
            {
                isTouched = true;
            }
        }
    }
    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        // Make sure you are touching this object
        foreach (Collider2D targetCollider in colliders)
        {
            if (targetCollider == Physics2D.OverlapPoint(touchPos))
            {
                Debug.Log("Collider pressed: " + targetCollider.gameObject.name);
                if (selectedCollider == null)
                {
                    selectedCollider = targetCollider;
                    Helper.PlayAudioIfSoundOn(selectedSound);
                    selectedCollider.gameObject.GetComponent <SpriteRenderer>().enabled = true;
                }
                else if (selectedCollider == targetCollider)
                {
                    Investigate();
                }
                else
                {
                    Helper.PlayAudioIfSoundOn(selectedSound);
                    selectedCollider.gameObject.GetComponent <SpriteRenderer>().enabled = false;
                    selectedCollider = targetCollider;
                    selectedCollider.gameObject.GetComponent <SpriteRenderer>().enabled = true;
                }
            }
        }
    }
Exemple #5
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    void TouchOrMouseChange(InputHandler handler)
    {
        if (isTouched)
        {
            InputHandlerPointer pointer       = (InputHandlerPointer)handler;
            Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
            Vector3             newPos        = worldPosition + offset;
            LayerMask           mask          = 1 << 13;

            Collider2D hit2 = Physics2D.OverlapPoint(new Vector2(newPos.x, newPos.y), mask);
            if (hit2 != null)
            {
                if (hit2.gameObject.name == "TrunkArea")
                {
                    gameObject.transform.position = new Vector3(newPos.x, newPos.y, gameObject.transform.position.z);
                }
                else
                {
                    isTouched = false;
                }
            }
            else
            {
                isTouched = false;
            }
        }
    }
Exemple #6
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 void TouchOrMouseChange(InputHandler handler)
 {
     //		Debug.Log("Touch or mouse change");
     if (isTouched)
     {
         //			Debug.Log("Actually is this object");
         InputHandlerPointer pointer       = (InputHandlerPointer)handler;
         Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
         gameObject.transform.position = new Vector3(worldPosition.x, worldPosition.y, gameObject.transform.position.z);
     }
 }
Exemple #7
0
 void TouchOrMouseChange(InputHandler handler)
 {
     if (isTouched)
     {
         InputHandlerPointer pointer       = (InputHandlerPointer)handler;
         Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
         gameObject.transform.position = new Vector3(worldPosition.x + offset.x,
                                                     worldPosition.y + offset.y,
                                                     gameObject.transform.position.z);
     }
 }
    // This is the event handler function
    void TouchOrMouseHandler(InputHandler handler)
    {
        // TouchOrMouse event is of (sub-)type InputHandlerPointer
        InputHandlerPointer pointer = (InputHandlerPointer)handler;

        // Update this with the current pointHistoryLength,
        // in case you'd experiment with it in the editor
        pointer.pointHistoryLength = pointHistoryLength;

        // Start the coroutine which draws the line for us
        StartCoroutine(LineDrawer(pointer));
    }
    // Update is called once per frame
    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
        {
            offset    = gameObject.transform.position - wp;
            isTouched = true;
        }
    }
    void TouchOrMouseChange(InputHandler handler)
    {
        if (this.isTouched)
        {
            this.isDragged = true;

            InputHandlerPointer pointer       = (InputHandlerPointer)handler;
            Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
            Vector3             newPos        = worldPosition + this.offset;

            gameObject.transform.position = new Vector3(newPos.x, newPos.y, gameObject.transform.position.z);
        }
    }
Exemple #11
0
    public void TouchOrMouseChange(InputHandler handler)
    {
        if (isTouched)
        {
            GetComponent <AudioSource>().enabled = true;
            InputHandlerPointer pointer = (InputHandlerPointer)handler;
            Vector3             dir     = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
            float newTouchPos           = Mathf.Atan2(-dir.x, dir.y) * Mathf.Rad2Deg;
            newAngle = newTouchPos + originalAngle - cachedAngle;             // Account for (new touch position - original touch position) and the original rotation angle of the ring
//			Debug.Log("name: " + name + " NTP: " + newTouchPos + " origAngle: " + originalAngle + " cached: " + cachedAngle + " newA: " + newAngle);
            transform.rotation = Quaternion.AngleAxis(newAngle, Vector3.forward);
        }
    }
    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        foreach (SelectCorrectItemPiece piece in pieces)
        {
            if (piece.GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
            {
                piece.isSelected = !piece.isSelected;
                CheckIfWin();
            }
        }
    }
    // Private Methods

    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        // Make sure you are touching this object
        if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
        {
            this.GetComponent <SpriteRenderer>().sortingOrder = 10;
            this.isTouched = true;
            this.isDragged = false;
            this.offset    = gameObject.transform.position - wp;
        }
    }
Exemple #14
0
    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer = (InputHandlerPointer)handler;

        originalPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        // Get the position of the initial touch so you know how much to rotate relative to this point
        cachedAngle = Mathf.Atan2(-originalPosition.x, originalPosition.y) * Mathf.Rad2Deg;

        // Make sure you are touching this object
        Vector2 touchPos = new Vector2(originalPosition.x, originalPosition.y);

        if (GetComponent <Collider2D>().OverlapPoint(touchPos))
        {
            GetComponent <AudioSource>().enabled = false;
            isTouched = true;
        }
    }
Exemple #15
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    // Private methods

    void TouchOrMouseStart(InputHandler handler)
    {
        // Reset states
        this.isTouched = false;
        this.direction = AxisDirection.none;

        InputHandlerPointer pointer       = (InputHandlerPointer)handler;
        Vector3             worldPoint    = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPosition = new Vector2(worldPoint.x, worldPoint.y);

        this.offset = gameObject.transform.position - worldPoint;

        if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPosition))
        {
            this.isTouched        = true;
            this.previousPosition = gameObject.transform.position;
            this.DragDidStart();
        }
    }
    void TouchOrMouseStart(InputHandler handler)
    {
        if (isAnimating)
        {
            return;
        }
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        foreach (Collider2D pieceCollider in allPieces)
        {
            if (pieceCollider == Physics2D.OverlapPoint(touchPos))
            {
                // You can select the piece if its renderer is the opposite of isEnablePieceWhenTapped.
                if (isSteppingStoneRoom || pieceCollider.GetComponent <Renderer>().enabled == !isEnablePieceWhenTapped)
                {
                    lastPieceTapped = pieceCollider;                     // Cache because HandlePieceTapped can trigger later

                    // If you need to have an item to do tap in correct order, check it now.
                    if (!HasCorrectItem())
                    {
                        return;
                    }

                    if (selectedSound)
                    {
                        Helper.PlayAudioIfSoundOn(selectedSound);
                    }

                    if (!MoveToTapLocation(lastPieceTapped.transform.position))
                    {
                        HandlePieceTapped();
                        // Otherwise handle piece tapped at the end of MoveToTapLocation
                    }
                }
            }
        }
    }
Exemple #17
0
    void TouchOrMouseStart(InputHandler handler)
    {
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        // Make sure you are touching this object
        if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
        {
            gameObject.transform.rotation = Quaternion.identity;             // Reset the rotation
            offset = gameObject.transform.position - wp;

            isTouched = true;
            if (moveToDefaultSortingLayerIfDragging)
            {
                SpriteRenderer[] spriteRenderers = GetComponentsInChildren <SpriteRenderer>();
                foreach (SpriteRenderer childRenderer in spriteRenderers)
                {
                    childRenderer.sortingLayerName = "Default";
                }
            }
        }
    }
Exemple #18
0
    void TouchOrMouseStart(InputHandler handler)
    {
        if (isAnimating)
        {
            return;
        }
        InputHandlerPointer pointer  = (InputHandlerPointer)handler;
        Vector3             wp       = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
        Vector2             touchPos = new Vector2(wp.x, wp.y);

        foreach (Collider2D pieceCollider in allPieces)
        {
            if (pieceCollider == Physics2D.OverlapPoint(touchPos))
            {
                lastPieceTapped = pieceCollider;
                if (selectedSound)
                {
                    Helper.PlayAudioIfSoundOn(selectedSound);
                }
                HandlePieceTapped();
            }
        }
    }
    // Draw lines for as long as they last
    IEnumerator LineDrawer(InputHandlerPointer pointer)
    {
        GameObject clone = Instantiate(goLineRenderer) as GameObject;

        clone.SetActive(true);
        LineRenderer lineRenderer = clone.GetComponent <LineRenderer>();

        int linesize = 0;

        // While the pointer is still active
        while (pointer.status != EventStatus.End)
        {
            // Update the LineRenderer
            linesize = pointer.positions.Count;
            lineRenderer.positionCount = linesize;

            int j = 0;
            for (int i = pointer.positions.Count - 1; i >= 0; i--)
            {
                lineRenderer.SetPosition(
                    j++,                                                                            // vertex #i
                    Camera.main.ScreenToWorldPoint(pointer.positions[i].position + Vector3.forward) // touch or mouse is in screen space, convert to world space
                    );
            }

            yield return(null);
        }

        while (linesize > 0)
        {
            lineRenderer.positionCount = --linesize;
            yield return(null);
        }

        Destroy(clone);
    }
    void TouchOrMouseChange(InputHandler handler)
    {
        if (isTouched)
        {
            InputHandlerPointer pointer       = (InputHandlerPointer)handler;
            Vector3             worldPosition = Camera.main.ScreenToWorldPoint(pointer.currentPosition);
            Vector3             newPos        = worldPosition + offset;

            float newX = newPos.x;
            float newY = newPos.y;

            if (colliderBounds != null)
            {
                Bounds bounds = colliderBounds.bounds;
                maxX = bounds.max.x;
                minX = bounds.min.x;
                maxY = bounds.max.y;
                minY = bounds.min.y;

                newX = Mathf.Clamp(newX, minX, maxX);
                newY = Mathf.Clamp(newY, minY, maxY);
//				Debug.Log("MaxX: " + maxX + " MinX: " + minX + " maxY: " + maxY + " minY: " + minY + " newX: " + newX + " newY: " + newY);
            }

            if (clampX)
            {
                newX = gameObject.transform.position.x;
            }
            if (clampY)
            {
                newY = gameObject.transform.position.y;
            }

            gameObject.transform.position = new Vector3(newX, newY, gameObject.transform.position.z);
        }
    }