Esempio n. 1
0
 private void resetGesture()
 {
     isReceivingUserTouchInput = false; //The user has to lift his finger and retouch again
     didFireStartGestureAction = false;
     currPos          = Vector2.zero;
     prevPos          = Vector2.zero;
     _gestureState    = GESTURE_STATE.STATE_STATIC;
     currentDirection = DIRECTION.NULL;
 }
Esempio n. 2
0
    IEnumerator updateGesture()
    {
        for (; ;)
        {
            // If the user is not touching the screen, do nothing
            if (!isReceivingUserTouchInput)
            {
                yield return(new WaitForSeconds(maxDelay));

                continue;
            }

            // Calculate the current touch position in screen space
            Vector2 inputPos  = new Vector2();
            Vector2 screenPos = new Vector2();
            Vector2 centerPos = new Vector2();
            inputPos.x = Input.mousePosition.x;
            inputPos.y = Camera.main.pixelHeight - Input.mousePosition.y;
            screenPos  = Camera.main.ScreenToWorldPoint(new Vector3(inputPos.x, inputPos.y, Camera.main.nearClipPlane));
            // Debug.Log ("screen pos: " + screenPos);

            // We need the previous screen touch position and the current one
            prevPos = currPos;
            currPos = screenPos;

            // Get the vectors from the center of the screen
            var v1 = currPos - centerPos;
            var v2 = prevPos - centerPos;
            // Debug.Log ("v1: [" + v1 + "] && v2: [" + v2 + "]");

            // Calculate sign (Cross product) and the dot product
            var sign = 0.0f;
            var dot  = 0.0f;

            // If this was the first run, prevPos would be zero and it would give incorrect calculations,
            //      just set the direction to CW and the dot to greater than one just to pass the first run
            // Debug.Log("prevPos: " + prevPos);
            // Debug.Log("currPos: " + currPos);
            if (prevPos == Vector2.zero)
            {
                sign = -1;
                dot  = 1;
            }
            else
            {
                sign = Mathf.Sign(v1.x * v2.y - v1.y * v2.x);
                dot  = Vector2.Dot(v1, v2);
            }
            // Debug.Log("dot product: " + dot + " | sign: " + sign);

            //Assign direction
            switch (currentDirection)
            {
            case DIRECTION.NULL:
                break;

            case DIRECTION.CW:
                // If this was still CW, the user is still gesturing in the correct direction.
                //      Else, the user must've broken the gesture
                if (sign > 0)
                {
                    Debug.Log("Breaking gesture 1");
                    breakGesture();
                    yield return(new WaitForSeconds(maxDelay));

                    continue;
                }
                break;

            case DIRECTION.CCW:
                // If this was still CCW, the user is still gesturing in the correct direction.
                //      Else, the user must've broken the gesture
                if (sign < 0)
                {
                    Debug.Log("Breaking gesture 2");
                    breakGesture();
                    yield return(new WaitForSeconds(maxDelay));

                    continue;
                }
                break;
            }

            // So far, the gesture is still moving in a proper direction, check the dot product for a break in gesture
            if (dot < 0.0f || dot > this.gestureRadius)
            {
                Debug.Log("Breaking gesture 3");
                breakGesture();
                yield return(new WaitForSeconds(maxDelay));

                continue;
            }

            // If we reached here, its confirmed that we are moving with no breaks
            currentDirection = sign < 0 ? DIRECTION.CW : DIRECTION.CCW;
            _gestureState    = GESTURE_STATE.STATE_MOVING;
            if (!didFireStartGestureAction)
            {
                startGesture();
            }
            // Debug.Log("currentDirection: [" + currentDirection.ToString() + "] && gestureState: [" + gestureState.ToString() + "]");
            yield return(new WaitForSeconds(maxDelay));
        }
    }