Exemple #1
0
        void UpdateTouches(ulong updateTick, float deltaTime)
        {
            activeTouches.Clear();
            cachedTouches.FreeEndedTouches();

#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER || UNITY_WEBGL || UNITY_WSA
            if (mouseTouch.SetWithMouseData(updateTick, deltaTime))
            {
                activeTouches.Add(mouseTouch);
            }
#endif

            for (var i = 0; i < Input.touchCount; i++)
            {
                var unityTouch = Input.GetTouch(i);
                var cacheTouch = cachedTouches.FindOrCreateTouch(unityTouch.fingerId);
                cacheTouch.SetWithTouchData(unityTouch, updateTick, deltaTime);
                activeTouches.Add(cacheTouch);
            }

            // Find any touches that Unity may have "forgotten" to end properly.
            var touchCount = cachedTouches.Touches.Count;
            for (var i = 0; i < touchCount; i++)
            {
                var touch = cachedTouches.Touches[i];
                if (touch.phase != TouchPhase.Ended && touch.updateTick != updateTick)
                {
                    touch.phase = TouchPhase.Ended;
                    activeTouches.Add(touch);
                }
            }

            InvokeTouchEvents();
        }
        private void UpdateTouches(ulong updateTick, float deltaTime)
        {
            activeTouches.Clear();
            cachedTouches.FreeEndedTouches();
            if (mouseTouch.SetWithMouseData(updateTick, deltaTime))
            {
                activeTouches.Add(mouseTouch);
            }
            for (int i = 0; i < Input.touchCount; i++)
            {
                UnityEngine.Touch touch  = Input.GetTouch(i);
                Touch             touch2 = cachedTouches.FindOrCreateTouch(touch.fingerId);
                touch2.SetWithTouchData(touch, updateTick, deltaTime);
                activeTouches.Add(touch2);
            }
            int count = cachedTouches.Touches.Count;

            for (int j = 0; j < count; j++)
            {
                Touch touch3 = cachedTouches.Touches[j];
                if (touch3.phase != TouchPhase.Ended && touch3.updateTick != updateTick)
                {
                    touch3.phase = TouchPhase.Ended;
                    activeTouches.Add(touch3);
                }
            }
            InvokeTouchEvents();
        }
Exemple #3
0
        static void UpdateTouches(ulong updateTick, float deltaTime)
        {
            activeTouches.Clear();

            if (mouseTouch.SetWithMouseData(updateTick, deltaTime))
            {
                activeTouches.Add(mouseTouch);
            }

            for (int i = 0; i < Input.touchCount; i++)
            {
                var unityTouch = Input.GetTouch(i);
                var cacheTouch = cachedTouches[unityTouch.fingerId];
                cacheTouch.SetWithTouchData(unityTouch, updateTick, deltaTime);
                activeTouches.Add(cacheTouch);
            }

            // Find any touches that Unity may have "forgotten" to end properly.
            for (int i = 0; i < MaxTouches; i++)
            {
                var touch = cachedTouches[i];
                if (touch.phase != TouchPhase.Ended && touch.updateTick != updateTick)
                {
                    touch.phase = TouchPhase.Ended;
                    activeTouches.Add(touch);
                }
            }

            InvokeTouchEvents();

            var touchControlCount = touchControls.Count;

            for (int i = 0; i < touchControlCount; i++)
            {
                touchControls[i].SubmitControlState(updateTick);
            }
        }