private void ProcessTouchMove(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (_Pressed == false) { return; } ProcessPressMovement(touchInfo); /* * //it's a room in out event * if (touchInfo1._Type == CollisionManager.TOUCH_EVENT_TYPE.MOVE) * { * //if (IsEnlarge(_oldTouchPosition1, _oldTouchPosition2, touchInfo._TouchPosition, touchInfo1._TouchPosition)) * //{ * //} * float oldSQRDistance = (_oldTouchPosition2 - _oldTouchPosition1).magnitude; * float newSQRDistance = (touchInfo1._TouchPosition - touchInfo._TouchPosition).magnitude; * float scaleDelta = newSQRDistance - oldSQRDistance; * * * //Vector3 FaceDirection, RightDirection; * //GetMoveDirection(out FaceDirection, out RightDirection); * //Vector3 DestVelocity = Vector3.zero; * //DestVelocity += touchInfo._TouchDelta.y * _Speed * FaceDirection; * //DestVelocity += touchInfo._TouchDelta.x * _Speed * RightDirection; * //_SelfTransform.position -= DestVelocity; * * _SelfTransform.position += _SelfTransform.forward * scaleDelta * 0.1f; * * _oldTouchPosition1 = touchInfo._TouchPosition; * _oldTouchPosition2 = touchInfo1._TouchPosition; * }*/ }
private void ProcessTouchMove(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (m_pressed == false) { return; } m_deltaX = touchInfo.m_touchDelta.x; ProcessPressMovement(touchInfo); }
private void ProcessPressMovement(CollisionManager.TouchInformation touchInfo) { Vector3 FaceDirection, RightDirection; GetMoveDirection(out FaceDirection, out RightDirection); Vector3 DestVelocity = Vector3.zero; DestVelocity += touchInfo._TouchDelta.y * _Speed * FaceDirection; DestVelocity += touchInfo._TouchDelta.x * _Speed * RightDirection; _SelfTransform.position -= DestVelocity; }
//The process touch founcitons private void ProcessTouchPress(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (injectGUI) { return; } ProcessPressMovement(touchInfo); m_pressTime = 0.0f; m_touchPressPosition = touchInfo.m_touchPosition; m_deltaMovement = Vector2.zero; m_pressed = true; }
private void ProcessTouchRelease(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (_Pressed) { Vector2 DeletaRange = _TouchPressPosition - touchInfo._TouchPosition; if ((_PressTime < c_fMaxPressTime) && (DeletaRange.sqrMagnitude >= c_fMoveCheckRange * c_fMoveCheckRange)) { _DeltaMovement += (DeletaRange / _PressTime) * c_fReleaseMoveTime * _AccumulateMoveRatio; } } _Pressed = false; _PressTime = 0.0f; }
private void ProcessTouchRelease(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (m_pressed && (!m_isRoomIn)) { Vector2 DeletaRange = m_touchPressPosition - touchInfo.m_touchPosition; if ((m_pressTime < mc_fMaxPressTime) && (DeletaRange.sqrMagnitude >= mc_fMoveCheckRange * mc_fMoveCheckRange)) { m_deltaMovement += (DeletaRange / m_pressTime) * mc_fReleaseMoveTime * m_accumulateMoveRatio; } } m_pressed = false; m_pressTime = 0.0f; }
//The process touch founcitons private void ProcessTouchPress(CollisionManager.TouchInformation touchInfo, CollisionManager.TouchInformation touchInfo1, bool injectGUI, GameObject hitGameObject) { if (injectGUI == true) { return; } ProcessPressMovement(touchInfo); _PressTime = 0.0f; _TouchPressPosition = touchInfo._TouchPosition; _DeltaMovement = Vector2.zero; _Pressed = true; //it's a rotate event _oldTouchPosition1 = touchInfo._TouchPosition; _oldTouchPosition2 = touchInfo1._TouchPosition; if (touchInfo1._Type == CollisionManager.TOUCH_EVENT_TYPE.MOVE) { } }