コード例 #1
0
    // TODO future - distance we get from RayCast, has to be scaled by the coeff. which is used in Canvas
    public void SetLine(float angle, float length)
    {
        m_RectTransform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

        m_VecSize.y = length / GUILogic.GetScale();
        m_RectTransform.sizeDelta = m_VecSize;
    }
コード例 #2
0
ファイル: WinGameplay.cs プロジェクト: Shahdee/pele
    // allow to launch ball if:
    // finger is outside the ball
    // we initially clicked on the ball
    // I assume that exit/enter happens before up/end
    void TryToLaunchOrCancelBall()
    {
        if (m_BallUp && m_TouchEnd)
        {
            // cancel
            if (m_BallEnter)
            {
                // Debug.LogError("Cancel strike");
            } //strike
            else
            {
                m_Dir.x = m_Ball.m_RectTransform.position.x - m_CurrTouchPos.x;
                m_Dir.y = m_Ball.m_RectTransform.position.y - m_CurrTouchPos.y;

                // m_StrikeMagnitude = Mathf.Clamp(dir.magnitude, c_StrikeMagnitudeMin, c_StrikeMagnitudeMax);
                m_Ball.Strike(m_Dir.normalized, m_StrikeMagnitudeMax * GUILogic.GetScale());
            }
            ResetKeys();
        }
        // Debug.Log("m_BallDown " + m_BallDown);
        // Debug.Log("m_TouchBegin " + m_TouchBegin);
        // Debug.Log("m_BallEnter " + m_BallEnter);

        // Debug.Log("m_BallUp " + m_BallUp);
        // Debug.Log("m_TouchEnd " + m_TouchEnd);
    }
コード例 #3
0
 // TODO future - distance we get from RayCast, has to be scaled by the coeff. which is used in Canvas
 void SetLineLength(float length)
 {
     m_VecSize.y = length / GUILogic.GetScale();
     m_RectTransform.sizeDelta = m_VecSize;
 }