private void Update() { if (Input.get_touchCount() != 2) { this.nowState = PinchInOut.State.NONE; } else { Touch touch1 = Input.GetTouch(1); TouchPhase phase = ((Touch) ref touch1).get_phase(); if (phase == null) { return; } if (phase != 1) { if (phase != 2) { return; } this.scaleRate = 0.0f; this.nowState = PinchInOut.State.NONE; } else { Touch touch2 = Input.GetTouch(1); Vector2 position1 = ((Touch) ref touch2).get_position(); Touch touch3 = Input.GetTouch(0); Vector2 position2 = ((Touch) ref touch3).get_position(); Vector2 vector2 = Vector2.op_Subtraction(position1, position2); float magnitude1 = ((Vector2) ref vector2).get_magnitude(); Touch touch4 = Input.GetTouch(1); Vector2 deltaPosition1 = ((Touch) ref touch4).get_deltaPosition(); double magnitude2 = (double)((Vector2) ref deltaPosition1).get_magnitude(); Touch touch5 = Input.GetTouch(0); Vector2 deltaPosition2 = ((Touch) ref touch5).get_deltaPosition(); double magnitude3 = (double)((Vector2) ref deltaPosition2).get_magnitude(); float num = (float)(magnitude2 + magnitude3); this.nowState = (double)this.prevDist <= (double)magnitude1 ? ((double)this.prevDist >= (double)magnitude1 ? PinchInOut.State.NONE : PinchInOut.State.ScalUp) : PinchInOut.State.ScalDown; this.scaleRate = num * this.moveSpeed; this.prevDist = magnitude1; } } }
private void Start() { this.nowState = PinchInOut.State.NONE; this.scaleRate = 0.0f; this.prevDist = 0.0f; }