private void UiElementOnManipulationCompleted(object sender, ManipulationCompletedEventArgs e)
        {
            var gesture = gestureRecognizer.Gesture;

            if (isDoubleTapping && Math.Abs(e.TotalManipulation.Translation.X) < 0.02)
            {
                PinchAction?.Invoke();
            }
            else if (gesture == TouchGestureType.MoveRightToLeft)
            {
                SwipeLeftAction?.Invoke();
            }
            else if (gesture == TouchGestureType.MoveLeftToRight)
            {
                SwipeRightAction?.Invoke();
            }
            else if (gesture == TouchGestureType.MoveBottomToUp)
            {
                SwipeUpAction?.Invoke();
            }
            else if (gesture == TouchGestureType.MoveTopToBottom)
            {
                SwipeDownAction?.Invoke();
            }
            else if (gesture == TouchGestureType.SingleTap)
            {
                SingleTapAction?.Invoke();
            }
        }
Exemple #2
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    public void CreatePinchableObject(PrimitiveType shapeType, PinchAction pinchAction)
    {
        try
        {
            GameObject obj = GameObject.CreatePrimitive(shapeType);
            float      distanceInPrecentage = (float)pinchAction.DifficultyLevel / (float)(_DifficultyMax);
            float      wantedDistance       = distanceInPrecentage * maxDistance;

            switch (shapeType)
            {
            case PrimitiveType.Cylinder:
                obj.AddComponent <CapsuleCollider>();   // for trigger
                obj.transform.localScale = new Vector3(0.02f, 0.05f, 0.02f);
                break;

            case PrimitiveType.Cube:
                obj.AddComponent <BoxCollider>();   // for trigger
                obj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
                //obj.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
                break;

            case PrimitiveType.Sphere:
                obj.AddComponent <SphereCollider>();   // for trigger
                obj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
                //obj.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
                break;

            case PrimitiveType.Capsule:
                obj.AddComponent <CapsuleCollider>();   // for trigger
                obj.transform.localScale = new Vector3(0.03f, 0.03f, 0.03f);
                break;
            }

            obj.GetComponent <Collider>().isTrigger = true;


            obj.AddComponent <Rigidbody>();
            obj.GetComponent <Rigidbody>().useGravity = true;

            obj.AddComponent <PinchGrabable>();
            obj.GetComponent <PinchGrabable>().enabled     = true;
            obj.GetComponent <PinchGrabable>().PinchAction = pinchAction;

            obj.GetComponent <Renderer>().material.color = pinchToColorDict[pinchAction.Type];

            m_PinchableObjList.Add(obj);


            obj.transform.parent = m_PinchableParent.transform;
            //obj.transform.localPosition = Vector3.zero;
            // obj.transform.localPosition = new Vector3(Random.Range(minX, maxX), Random.Range(minY, maxY), Random.Range(minZ, maxZ));
            obj.transform.localPosition = GetRandomLocation(pinchAction, wantedDistance);
        }
        catch (Exception e)
        {
            MainController.PrintToLog(e.ToString(), MainController.LogType.Error);
        }
    }
Exemple #3
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    private Vector3 GetRandomLocation(PinchAction pinchAction, float radius)
    {
        float xCenter  = 0;
        float x        = 0;
        float z        = 0;
        int   count    = 0;
        bool  finished = false;

        switch (pinchAction.Type)
        {
        case PinchType.Pad2:
            xCenter = m_pad2_XAnchor;
            break;

        case PinchType.Pad3:
            xCenter = m_pad3_XAnchor;
            break;

        case PinchType.Tip2:
            xCenter = m_tip2_XAnchor;
            break;

        case PinchType.Tip3:
            xCenter = m_tip3_XAnchor;
            break;
        }
        while (!finished /*&& count < 10*/)
        {
            count++;
            Random.InitState(System.DateTime.Now.Millisecond);
            float angle = Random.Range((float)Math.PI, (float)(2 * Math.PI));
            x = (float)Math.Cos(angle) * radius + xCenter;
            z = Math.Min((float)Math.Sin(angle) * radius, m_PinchableParent.transform.position.z);
            //x = xCenter;
            //z = -maxDistance;
            if (CheckIfPointInArea(x, z))
            {
                finished = true;
            }
        }
        return(new Vector3(x, 0, z));
    }
    private Vector3 GetRandomLocation(PinchAction pinchAction, float radius)
    {
        float xCenter  = 0;
        float x        = 0;
        float z        = 0;
        int   count    = 0;
        bool  finished = false;

        switch (pinchAction.Type)
        {
        case PinchType.Pad2:
            xCenter = m_pad2_XAnchor;
            break;

        case PinchType.Pad3:
            xCenter = m_pad3_XAnchor;
            break;

        case PinchType.Tip2:
            xCenter = m_tip2_XAnchor;
            break;

        case PinchType.Tip3:
            xCenter = m_tip3_XAnchor;
            break;
        }
        while (!finished && count < 5)
        {
            count++;
            float angle = Random.Range((float)Math.PI, (float)(2 * Math.PI));
            x = (float)Math.Cos(angle) * radius + xCenter;
            z = (float)Math.Sin(angle) * radius;
            if (CheckIfPointInArea(x, z))
            {
                finished = true;
            }
        }
        return(new Vector3(x, m_PinchableParent.transform.position.y, z));
    }
Exemple #5
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 private void PinchGestureRecognizer_PinchUpdated(object sender, PinchGestureUpdatedEventArgs e)
 {
     PinchAction?.Invoke(e);
 }