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; } } }
/*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(); } } } }
//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 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; } }
void OnFingerDown(Lean.LeanFinger finger) { //If the touch isn't over a GUI we send a raycast to the world if (!finger.IsOverGui) { Ray ray = finger.GetRay(); if (!Physics.Raycast(ray, out hitInfo, Mathf.Infinity, ~layerMask) && UIController.Instance.ActiveMenu != null) { UIController.Instance.ActiveMenu.SetActive(false); UIController.Instance.ActiveMenu = null; } } }
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 OnFingerTap(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) { // Remove the color from the currently selected one? if (SelectedGameObject != null) { ColorGameObject(SelectedGameObject, Color.white); } SelectedGameObject = hit.collider.gameObject; ColorGameObject(SelectedGameObject, Color.green); } }
public void OnFingerDown(Lean.LeanFinger finger) { // Does the prefab exist? Ray ray = finger.GetRay(MyCamera); RaycastHit hit; //Debug.DrawLine(MyCamera.transform.position, transform.position); Debug.DrawRay(MyCamera.transform.position, MyCamera.transform.forward); // Was this finger pressed down on a collider? if (Physics.Raycast(ray, out hit, Mathf.Infinity, 13) == true) { Debug.Log("I hit a " + hit.collider.name); // Was that collider this one? if ((hit.collider.gameObject.transform.parent == gameObject.transform.parent) && (hit.collider.gameObject.layer == 13)) { // Set the current finger to this one MyFinger = finger; Debug.Log("DEM TAPS"); } } }
/*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; //Show treasure Card if (Collected == false) { gameControl.chestsCollected++; Collected = true; gameControl.chestNumbersList.Add(targetNumber); } } } }