public override void UpdateTouches(FSInputManager oic)
 {
     for (int i = 0; i < Input.touchCount; i++)
     {
         UnityEngine.Touch touch       = Input.GetTouch(i);
         FSInputTouch      fingerTouch = oic.findOrCreateTouch(touch.fingerId);
         fingerTouch.IsActive = true;
         fingerTouch.UpdatePosition(touch.position.x, Screen.height - touch.position.y);
     }
 }
Esempio n. 2
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 public override void UpdateTouches(FSInputManager oic)
 {
     if (tuioTracking != null)
     {
         tuioTracking.BuildTouchDictionary();
         foreach (KeyValuePair <int, Tuio.Touch> touch in tuioTracking.AllTouches)
         {
             FSInputTouch fingerTouch = oic.findOrCreateTouch(touch.Key);
             fingerTouch.IsActive = true;
             fingerTouch.UpdatePosition(touch.Value.RawPoint.x * Screen.width, touch.Value.RawPoint.y * Screen.height);
         }
     }
 }
 public virtual void UpdateTouches(FSInputManager oic)
 {
 }