コード例 #1
0
ファイル: EX2D_GUIController.cs プロジェクト: Ginjack/dir-kn
    protected void CheckTouch()
    {
        //if( GameManager.GetCurrentMode() != enabledMode ) return;

        TouchPhase aInputPhase = TouchPhase.Stationary;
        //int aTouchCount = Input.touchCount;

        // Touch Detection
        if(Input.touchCount > 0){
            // Touch
            aInputPosition = Input.GetTouch(0).position;
            aInputPhase = Input.GetTouch(0).phase;
        }else{
            // Mouse
            if( Input.GetMouseButtonDown(0) ){
                aInputPhase = TouchPhase.Began;
                mPrevInputPosition = Input.mousePosition;
            }

            if( mPrevInputPosition != Input.mousePosition ){
                aInputPhase = TouchPhase.Moved;
            }

            if( Input.GetMouseButtonUp(0) ){
                aInputPhase = TouchPhase.Ended;
                //aTouchCount = 0;
            }

            aInputPosition = Input.mousePosition;
        }

        // Touch Phase Handling
        if( aInputPhase == TouchPhase.Began ){
            // Add code if you want
            mBeginInputPosition = aInputPosition;
            mBeginInputButton = "";
            Ray aRay = GUICamera.ScreenPointToRay( aInputPosition );
            RaycastHit aHit;
            if( Physics.Raycast(aRay,out aHit, 1000.0f, GUILayerMask.value) ){
                EX2D_Button button = aHit.collider.gameObject.GetComponent<EX2D_Button>();
                if( button != null ){
                    mBeginInputButton = button.name;
                    mPressedButton = button;
                    Vector3 scale = mPressedButton.gameObject.transform.localScale;
                    mPressedButton.gameObject.transform.localScale = new Vector3( scale.x * mPressedScale.x, scale.y * mPressedScale.y, scale.z * mPressedScale.z );
                    //OnTouched
                    if (mPressedButton.CallBackClass!=null){
                        if (mPressedButton.CallBackClass.name == gameObject.name) {
                            mPressedButton.OnTouchBeganCallBack();
                        }
                    }
                }
            }
            OnTouchBegan(); // Call Override Method
        }
        else if( aInputPhase == TouchPhase.Moved ){
            // Add code if you want
            mPrevInputPosition = aInputPosition;
            OnTouchMoved(); // Call Override Method
        }
        else if( aInputPhase == TouchPhase.Ended ){
            bool unprocess = OnTouchEnded();
            if( unprocess ){
                Ray aRay = GUICamera.ScreenPointToRay( aInputPosition );
                RaycastHit aHit;
                if( Physics.Raycast(aRay,out aHit, 1000.0f, GUILayerMask.value) ){
                    EX2D_Button button = aHit.collider.gameObject.GetComponent<EX2D_Button>();
                    if( button != null && button.name == mBeginInputButton ){
                        if( button.CallBackClass != null ){
                            if( !IsMoving() && button.enabled && button.CallBackClass.name == gameObject.name ){
                                button.InvokeCallBack();
                            }
                        }
                    }
                }
            }

            if( mPressedButton ){
                //Vector3 scale = mPressedButton.gameObject.transform.localScale;
                mPressedButton.gameObject.transform.localScale = new Vector3( 1.0f, 1.0f, 1.0f );
            }
            mPressedButton = null;
        }

        #if UNITY_ANDROID || UNITY_EDITOR
        if ( Input.GetKeyUp(KeyCode.Escape) ) {
            OnEscape();
        }
        #endif
    }
コード例 #2
0
ファイル: EX2D_GUIController.cs プロジェクト: Ginjack/dir-kn
 // Button Event
 public virtual void OnButtonPressed( EX2D_Button iButton )
 {
 }
コード例 #3
0
ファイル: EX2D_GUIController.cs プロジェクト: Ginjack/dir-kn
 //Use Alchemy
 public virtual void OnButtonTouched(EX2D_Button iButton)
 {
 }