protected override void OnUpdate() { _input = World.GetExistingSystem <InputSystem>(); switch (Process) { case true: { PositionCurrent = CameraUtil.ScreenPointToWorldPoint(World, InputUtil.GetInputPosition(_input)); if (InputUtil.GetInputUp(_input)) { PositionUp = PositionCurrent; Process = false; OnEndProses(); } break; } case false when InputUtil.GetInputDown(_input): PositionDown = CameraUtil.ScreenPointToWorldPoint(World, InputUtil.GetInputPosition(_input)); Process = true; OnStartProses(); break; } }
protected override void OnUpdate() { _input = World.GetExistingSystem <InputSystem>(); var physicsWorld = World.GetExistingSystem <PhysicsWorldSystem>().PhysicsWorld; if (InputUtil.GetInputUp(_input)) { float2 pos = CameraUtil.ScreenPointToWorldPoint(World, InputUtil.GetInputPosition(_input)); Entity entity = DrawBordersSystem.GetInputEntity(physicsWorld, pos); if (entity == Entity.Null) { return; } ButtonsType buttonsType = EntityManager.GetComponentData <ButtonsComponent>(entity).ButtonsType; Button(buttonsType); } }
public override void OnUpdate(float deltaTime) { if (InputUtil.GetInputDown()) { _startPosition = Camera.main.ScreenToWorldPoint(new Vector3(InputUtil.GetInputPosition().x, InputUtil.GetInputPosition().y, 7)); } else if (InputUtil.GetInputUp()) { var inputPos = Camera.main.ScreenToWorldPoint(new Vector3(InputUtil.GetInputPosition().x, InputUtil.GetInputPosition().y, 7)); var inputDelta = inputPos - _startPosition; var inputData = _inputFilter.Select <InputData>(); ref var inputDataComponent = ref inputData.GetComponent(0); //Нужна ли тут физика? inputDataComponent.Entity = GetCellFromInput(_startPosition); inputDataComponent.DeltaInput = inputDelta; }