public void OnFingerSwipe(Lean.LeanFinger finger) { // Make sure the info text exists if (InfoText != null) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.x < -Mathf.Abs(swipe.y)) { InfoText.text = "You swiped left!"; } if (swipe.x > Mathf.Abs(swipe.y)) { InfoText.text = "You swiped right!"; } if (swipe.y < -Mathf.Abs(swipe.x)) { InfoText.text = "You swiped down!"; } if (swipe.y > Mathf.Abs(swipe.x)) { InfoText.text = "You swiped up!"; } } }
void Start() { // Link to LeanTouch events LeanTouch.OnFingerDown += OnFingerDown; LeanTouch.OnFingerUp += OnFingerUp; LeanTouch.OnSoloDrag += OnSoloDrag; LeanTouch.OnMultiDrag += OnMultiDrag; currFinger = null; // Initialize LineRenderer lineGameObject = new GameObject("SlashLine"); lineGameObject.AddComponent<LineRenderer>(); lineRenderer = lineGameObject.GetComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive")); lineRenderer.SetColors(c0, c1); lineRenderer.SetWidth(0.1f, 0f); lineRenderer.SetVertexCount(0); // Initialize other variables i = 0; slashing = false; soloDragging = false; currSoloDragDelta = Vector2.zero; // Init GM ref GM = GameObject.Find("GameManager").GetComponent<GameManager>(); }
public void OnFingerTap(Lean.LeanFinger finger) { // Does the prefab exist? if (Prefab != null) { // Make sure the finger isn't over any GUI elements if (finger.IsOverGui == false) { Debug.Log("Letter A"); // Clone the prefab, and place it where the finger was tapped var position = finger.GetWorldPosition(50.0f); 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 { Debug.Log("Letter B"); } } else { Debug.Log("Letter C"); } }
public void OnFingerUp(Lean.LeanFinger pFinger) { if (pFinger == pDraggingFinger_) { CancelSelectBlock(); } }
public void OnFingerTap(Lean.LeanFinger finger) { Vector2 referencePoint = new Vector2(); referencePoint.x = 0.0f; referencePoint.y = 0.0f; if (finger.GetDistance(referencePoint) < 200.0) { foreach (GameObject obj in onTapDisplays) { obj.SetActive(!obj.activeSelf); } } // 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(50.0f); var rotation = Quaternion.identity; var clone = (GameObject)Instantiate(Prefab, position, rotation); // Make sure the prefab gets destroyed after some time Destroy(clone, 2.0f); } } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Make sure the info text exists //if (InfoText != null) //{ // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.x < -Mathf.Abs(swipe.y)) { thePlayer.transform.Rotate(new Vector3(0, 90, 0)); //InfoText.text = "You swiped left!"; } if (swipe.x > Mathf.Abs(swipe.y)) { thePlayer.transform.Rotate(new Vector3(0, -90, 0)); //InfoText.text = "You swiped right!"; } if (swipe.y < -Mathf.Abs(swipe.x)) { //InfoText.text = "You swiped down!"; } if (swipe.y > Mathf.Abs(swipe.x)) { //InfoText.text = "You swiped up!"; } //} }
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); } } } }
public void OnFingerDown(Lean.LeanFinger finger) { //Debug.Log("OnFingerDown called by " + gameObject.name); // Raycast information Ray ray = finger.GetRay(CameraToUse); RaycastHit hit; //Debug.DrawRay(CameraToUse.transform.position, CameraToUse.transform.forward, Color.green, 10, true); //Debug.Log(ray.origin); //Debug.Log(transform.position + "HI"); // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask) == true) { //Debug.Log(hit.transform.name); // Was that collider this one? if (hit.collider.gameObject == gameObject) { //Debug.Log("Touched " + hit.collider.gameObject.name); // Set the current finger to this one draggingFinger = finger; } } }
public void OnFingerTap(Lean.LeanFinger finger) { // 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(50.0f); //var rotation = Quaternion.identity; if (player.arms.isLaserEnable) { player.PlayerShoot(finger); Debug.Log("Finger " + finger.Index + " tapped the screen"); } //var clone = (GameObject)Instantiate(Prefab, position, rotation); // Make sure the prefab gets destroyed after some time //Destroy(clone, 2.0f); } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Make sure the info text exists if (gameObject != null) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; Debug.Log(swipe); float h = swipe.normalized.x; float v = swipe.normalized.y; //move direction direction = new Vector3(-v, 0f, h).normalized; // rotate float angle = Mathf.Acos(h / Mathf.Sqrt(h * h + v * v)); float a = angle / Mathf.PI * 180f; if (v > 0f) { a = -a; } Rotate(a); } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.magnitude > SwipeThreshold) { if (swipe.x < -Mathf.Abs(swipe.y)) { Debug.Log("You swiped left!"); RotateLeft(); } if (swipe.x > Mathf.Abs(swipe.y)) { RotateRight(); } if (swipe.y < -Mathf.Abs(swipe.x)) { //_parentX+=SensitivityRotation; RotateDown(); } if (swipe.y > Mathf.Abs(swipe.x)) { RotateUp(); } } }
// Un-lock the finger from currFinger if the finger is released void OnFingerUp(LeanFinger finger) { if (finger == currFinger) { currFinger = null; } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.magnitude > SwipeThreshold) { if (swipe.x < -Mathf.Abs(swipe.y)) { Debug.Log("You swiped left!"); //_thisY+=SensitivityRotation; newQuaternion = Quaternion.AngleAxis(90, Vector3.up) * transform.rotation; } if (swipe.x > Mathf.Abs(swipe.y)) { newQuaternion = Quaternion.AngleAxis(-90, Vector3.up) * transform.rotation; } if (swipe.y < -Mathf.Abs(swipe.x)) { //_parentX+=SensitivityRotation; newQuaternion = Quaternion.AngleAxis(90, Vector3.right) * transform.rotation; } if (swipe.y > Mathf.Abs(swipe.x)) { newQuaternion = Quaternion.AngleAxis(-90, Vector3.right) * transform.rotation; } } }
private void OnFingerSet(Lean.LeanFinger finger) { // Make sure the prefab exists if (Prefab != null) { // Get the name of this finger, and find the line that has the same name var fingerName = GetFingerName(finger); var line = lines.Find(l => l.name == fingerName); // If the line doesn't exist, create it, give it the same name as the finger, and add it to the lines list if (line == null) { line = Instantiate(Prefab); line.name = fingerName; lines.Add(line); } // Copy all snapshot data into this line line.SetVertexCount(finger.Snapshots.Count); for (var j = 0; j < finger.Snapshots.Count; j++) { var snapshot = finger.Snapshots[j]; if (snapshot != null) { line.SetPosition(j, snapshot.GetWorldPosition(1.0f)); } } } }
//Method while tap or selecting the character public void OnFingerTap(Lean.LeanFinger finger) { // Does the prefab exist? // Make sure the finger isn't over any GUI elements if (finger.IsOverGui == false) { var ray = finger.GetRay(); var hit = default(RaycastHit); // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, float.PositiveInfinity, LayerMask) == true) { // The collider is the player1 zarapa boy if (hit.collider.gameObject.name == "Player1") { charNameText.text = charName + "Zarapa Boy"; PlayerPrefs.SetString("gender", "man"); } // The collider is the player2 zarapa girl else if (hit.collider.gameObject.name == "Player2") { charNameText.text = charName + "Zarapa Girl"; PlayerPrefs.SetString("gender", "woman"); } } } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.x < -Mathf.Abs(swipe.y)) { Debug.Log("You swiped left!"); } if (swipe.x > Mathf.Abs(swipe.y)) { Debug.Log("You swiped right!"); } if (swipe.y < -Mathf.Abs(swipe.x)) { Debug.Log("You swiped down!"); } if (swipe.y > Mathf.Abs(swipe.x)) { Debug.Log("You swiped up!"); } }
public void OnFingerSet(Lean.LeanFinger finger) { // Is this the current finger? if (finger == swipingFinger) { // The scaled delta position magnitude required to register a swipe var swipeThreshold = Lean.LeanTouch.Instance.SwipeThreshold; // The amount of seconds we consider valid for a swipe var tapThreshold = Lean.LeanTouch.Instance.TapThreshold; // Get the scaled delta position between now, and 'swipeThreshold' seconds ago var recentDelta = finger.GetScaledSnapshotDelta(tapThreshold); // Has the finger recently swiped? if (recentDelta.magnitude > swipeThreshold) { // Get the rigidbody component var rigidbody = GetComponent <Rigidbody>(); // Add force to the rigidbody based on the swipe force rigidbody.AddForce(recentDelta.normalized * ImpulseForce, ForceMode.Impulse); // Unset the finger so we don't continually add forces to it swipingFinger = null; } } }
/*protected virtual void LateUpdate() * { * // If there is an active finger, move this GameObject based on it * if (draggingFinger != null) * { * Lean.LeanTouch.MoveObject(transform, draggingFinger.DeltaScreenPosition); * } * }*/ public void OnFingerDown(Lean.LeanFinger finger) { // Raycast information var ray = finger.GetRay(); var hit = default(RaycastHit); // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, float.PositiveInfinity, LayerMask) == true) { // Was that collider this one? if (hit.collider.gameObject == gameObject) { // Set the current finger to this one draggingFinger = finger; if (Collected == false) { //play fireworks animation //gameObject.GetComponent<SpinScript>().spinning = true; gameControl.chestsCollected++; Collected = true; gameControl.chestNumbersList.Add(targetNumber); gameControl.saveChests(); } } } }
public void OnFingerSet(Lean.LeanFinger finger) { // Right side of the screen? if (finger.ScreenPosition.x > Screen.width / 2) { // Does it exist? if (RightObject != null) { // Position it in front of the finger RightObject.position = finger.GetWorldPosition(10.0f); } } // Left side? else { // Does it exist? if (RightObject != null) { // Position it in front of the finger LeftObject.position = finger.GetWorldPosition(10.0f); } } // NOTE: If you want to prevent fingers from crossing sides then you can check finger.StartScreenPosition first }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Get the rigidbody component var rigidbody = GetComponent <Rigidbody>(); // Add force to the rigidbody based on the swipe force rigidbody.AddForce(finger.ScaledSwipeDelta * ForceMultiplier); }
public void OnFingerHeldDown(Lean.LeanFinger finger) { if (!pinching && !twisting && !dragging && Lean.LeanTouch.Fingers.Count == 1) { Camera.main.orthographicSize = 5.0f; //print ("finger held " + finger.Age); } }
public void OnFingerDown(Lean.LeanFinger finger) { if (touchBeginEventFunc != null) { Vector2 screenPosition = finger.ScreenPosition; touchBeginEventFunc(finger.ScreenPosition); } }
public void OnFingerUp(Lean.LeanFinger finger) { // Debug.Log("I HAS A FINGER"); if (Fingers == finger) { Fingers = null; } }
public void OnFingerUp(Lean.LeanFinger finger) { // Was the current finger lifted from the screen? if (finger == draggingFinger) { // Unset the current finger draggingFinger = null; } }
public void OnFingerTap(Lean.LeanFinger finger) { if (finger.IsOverGui == false && GameManager.state == GameManager.PLAYING && Lean.LeanTouch.GuiInUse == false) { isPressedLeft = false; isPressedRight = false; InstantiateBall(); } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Store the swipe delta in a temp variable var swipe = finger.SwipeDelta; if (swipe.x < -Mathf.Abs(swipe.y)) { swipingUp = false; swipingDown = false; swipingRight = false; swipingLeft = true; //InfoText.text = "You swiped left!"; } else { swipingLeft = false; } if (swipe.x > Mathf.Abs(swipe.y)) { swipingUp = false; swipingDown = false; swipingRight = true; swipingLeft = false; // InfoText.text = "You swiped right!"; } else { swipingRight = false; } if (swipe.y < -Mathf.Abs(swipe.x)) { swipingUp = false; swipingDown = true; swipingRight = false; swipingLeft = false; //InfoText.text = "You swiped down!"; } else { swipingDown = false; } if (swipe.y > Mathf.Abs(swipe.x)) { swipingUp = true; swipingDown = false; swipingRight = false; swipingLeft = false; //InfoText.text = "You swiped up!"; } else { swipingUp = false; } }
IEnumerator GameOver() { bIsGameOver_ = true; pDraggingFinger_ = null; CancelInvoke("GenerateBlock"); HideBlockSelectArea(); // GameOver 연출 및 추후 pArrTopBlock 초기화에 문제가 없도록 하기 위한 처리 Block[] pTempArrTopBlock = new Block[GameSetting.BLOCK_COL]; for (int i = 0; i < GameSetting.BLOCK_COL; ++i) { if (bArrIsAlertOn_[i]) { HideGameOverAlert(i); } pTempArrTopBlock[i] = pArrTopBlock_[i]; while (pTempArrTopBlock[i].pBottom_ != null) { pTempArrTopBlock[i] = pTempArrTopBlock[i].pBottom_; } } // 코루틴을 이용하여 바닥부터 꼭대기까지 순차적으로 Lock 이 걸리는 연출 bool bIsEventContinue = true; while (bIsEventContinue) { yield return(new WaitForSeconds(0.2f)); bIsEventContinue = false; SoundManager.pShared.PlaySe(SeType.BlockGameOver); for (int i = 0; i < GameSetting.BLOCK_COL; ++i) { if (pTempArrTopBlock[i] != null) { bIsEventContinue = true; pTempArrTopBlock[i].GameOver(); RemoveBlockRiseEffect(pTempArrTopBlock[i], true); pTempArrTopBlock[i] = pTempArrTopBlock[i].pTop_; } } } for (int i = 0; i < GameSetting.BLOCK_COL; ++i) { if (pArrFallingBlock_[i] != null) { pArrFallingBlock_[i].GameOver(); } } SoundManager.pShared.PlaySe(SeType.GameOver); pCvsForMenu_.gameObject.SetActive(true); yield break; }
public void OnFingerUp(Lean.LeanFinger finger) { // Was the current finger lifted from the screen? if (finger == draggingFinger) { // Unset the current finger mat.color = defaultColor; draggingFinger = null; } }
public void OnFingerDown(Lean.LeanFinger finger) { // Raycast information Ray ray = finger.GetRay(CameraToUse); RaycastHit hit; if (MySceneController.GetComponent <SceneController>().LockTarget == false) { // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask) == true) { // Was that collider this one? if ((hit.collider.gameObject.transform.parent == gameObject.transform.parent) && (hit.collider.gameObject.layer != 9) && (!Studied)) { // Set the current finger to this one draggingFinger = finger; _SceneControllerRef._selected = hit.collider.gameObject.transform.parent.gameObject; _SceneControllerRef.SelectedObjectType = MySceneController.GetComponent <SceneController>()._selected.GetComponent <OrbitalMovement>().MyObjectType.ToString(); Capi.set("Globals.SelectedObject", MySceneController.GetComponent <SceneController>()._selected.name); Capi.set("Globals.SelectedObjectType", MySceneController.GetComponent <SceneController>()._selected.GetComponent <OrbitalMovement>().MyObjectType.ToString()); CUPCamera.gameObject.GetComponent <CloseUpCamera>().SetMinAndMaxZoom(CloseUpMaxDistance, CloseUpMinDistance, CloseUpStartPercentage); Reticle = GameObject.Find("Reticle ENV"); Reticle.GetComponent <ReticleTracker>().FacingIndicator.transform.position = MySceneController.GetComponent <SceneController>()._selected.transform.position; if (Studied) { Reticle.transform.GetChild(0).GetComponent <Image>().sprite = Reticle.GetComponent <ReticleTracker>().BadTargetReticle; //Reticle.GetComponent<Image>().color = Color.red; Reticle.GetComponent <RectTransform>().localEulerAngles = new Vector3(0.0f, 0.0f, 0.0f); } else { //Debug.Log("CHECK"); Reticle.transform.GetChild(0).GetComponent <Image>().sprite = Reticle.GetComponent <ReticleTracker>().OriginalImage; //Reticle.GetComponent<Image>().color = Color.yellow; Reticle.GetComponent <RectTransform>().localEulerAngles = new Vector3(0.0f, 0.0f, 0.0f); } RepositionReticle(MySceneController.GetComponent <SceneController>()._selected); //UpdateOrbitalZoneInfo(); CUPCamera.gameObject.GetComponent <CloseUpCamera>().target = MySceneController.GetComponent <SceneController>()._selected.transform; MyFactoidController.CurrentDataset = transform.parent.GetComponent <OrbitalMovement>(); MyFactoidController.FixMyFactoids(); //_SceneControllerRef.ProbeTargetLabel.text = hit.collider.gameObject.transform.parent.gameObject.name; _SceneControllerRef.TriggerCheckEvent(); } } } }
public void OnFingerDown(Lean.LeanFinger finger) { var ray = finger.GetRay(); //fires ray with ScreenToWorld at finger pos using LeanTouch int layerMask = (1 << 8); //ground layer CamActive = true; if (Physics.Raycast(ray, out hit, 1500, layerMask)) { InitialHit = hit.point; } }
public void OnFingerSwipe(Lean.LeanFinger finger) { // Make sure the info text exists if (gameObject != null) { Vector3 rbForce = finger.GetDeltaWorldPosition(force, cam); //rbForce+=new Vector3(0f,force,0f); GetComponent <Rigidbody>().AddForce(rbForce); } }
public void OnFingerUp(Lean.LeanFinger finger) { if (!CustomCapiNames) { Capi.set("Camera.SSV.Zoom Level", MyZoomSlider.value); } else { Capi.set("Camera." + gameObject.name + ".Zoom Level", MyZoomSlider.value); } }
public void OnFingerDown(Lean.LeanFinger finger) { // Raycast information var ray = finger.GetRay(); var hit = default(RaycastHit); // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, float.PositiveInfinity, LayerMask) == true) { // Was that collider this one? if (hit.collider.gameObject == gameObject) { // Set the current finger to this one draggingFinger = finger; } } }
public void OnFingerDown(Lean.LeanFinger finger) { draggingFinger = finger; }
// Only track this if we are zoomed in void FingerDown (Lean.LeanFinger obj) { if (cameraSize != Camera.main.orthographicSize) { if (Lean.LeanTouch.Fingers.Count == 1) { draggingFinger = obj; lastFingerPos = draggingFinger.DeltaScreenPosition; } } }
void FingerUp (Lean.LeanFinger obj) { draggingFinger = null; }
// Add a finger based on index, or return the existing one private void AddFinger(int index, Vector2 screenPosition) { var finger = Fingers.Find(t => t.Index == index); // No finger found? if (finger == null) { var inactiveIndex = InactiveFingers.FindIndex(t => t.Index == index); // Use inactive finger? if (inactiveIndex >= 0) { finger = InactiveFingers[inactiveIndex]; InactiveFingers.RemoveAt(inactiveIndex); // Inactive for too long? if (finger.Age > TapThreshold) { finger.TapCount = 0; } // Reset values finger.Age = 0.0f; finger.LastSet = false; finger.Set = false; finger.LastHeldSet = false; finger.HeldSet = false; finger.Tap = false; } // Create new finger? else { finger = new LeanFinger(); finger.Index = index; } finger.StartScreenPosition = screenPosition; finger.LastScreenPosition = screenPosition; finger.ScreenPosition = screenPosition; finger.StartedOverGui = finger.IsOverGui; finger.TotalDeltaMagnitude = 0.0f; Fingers.Add(finger); } finger.Set = true; finger.ScreenPosition = screenPosition; // Record? if (RecordFingers == true) { // Too many snapshots? if (RecordLimit > 0.0f) { if (finger.SnapshotDuration > RecordLimit) { var removeCount = finger.GetLowerSnapshotIndex(finger.Age - RecordLimit); finger.ClearSnapshots(removeCount); } } // Record snapshot? if (RecordThreshold > 0.0f) { if (finger.Snapshots.Count == 0 || finger.LastSnapshotDelta.magnitude >= RecordThreshold) { finger.RecordSnapshot(); } } else { finger.RecordSnapshot(); } } }
// Lock the current finger down into currFinger void OnFingerDown(LeanFinger finger) { currFinger = finger; }