public void Update() { LeapInputEx.Update(); //if (== Gesture.GestureType.TYPEKEYTAP) //if (pointables[0].activeSelf){ // position = pointables[0].transform.position; //} if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1)) { attack = shoot.AttackMethod.Fire; } else if (Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2)) { attack = shoot.AttackMethod.Lightning; } else if (Input.GetKeyDown(KeyCode.Alpha3) || Input.GetKeyDown(KeyCode.Keypad3)) { attack = shoot.AttackMethod.Water; } else if (Input.GetKeyDown(KeyCode.Alpha4) || Input.GetKeyDown(KeyCode.Keypad4)) { attack = shoot.AttackMethod.Wind; } }
void Update() { // Process the Leap message pump LeapInputEx.Update(); Vector3 targetPosition = originalCamera.position; Quaternion targetRotation = originalCamera.rotation; if (useOverheadCamera) { // Smoothly move over to the overhead camera if it has been selected targetPosition = overheadCamera.position; targetRotation = overheadCamera.rotation; } Transform cam = Camera.main.transform; cam.position = Vector3.Lerp(cam.position, targetPosition, Time.deltaTime); cam.rotation = Quaternion.Slerp(cam.rotation, targetRotation, Time.deltaTime * kRotationalSmoothingSpeed); }
private void Update() { LeapInputEx.Update(); trayOffset += trayScrollSpeed * Time.deltaTime; // Slow the scroll speed over time (similar to touch devices) trayScrollSpeed = Mathf.SmoothDamp(trayScrollSpeed, 0f, ref traySeekVelocity, 1f); // Handle the two cases where we overscroll or underscroll the list if (trayOffset < 0f) { trayOffset = Mathf.SmoothDamp(trayOffset, 0f, ref trayOffsetVelocity, 1f); } if (trayOffset > (trayHeight - Screen.height)) { trayOffset = Mathf.SmoothDamp(trayOffset, trayHeight - Screen.height, ref trayOffsetVelocity, 1f); } Debug.DrawLine(swipeStart, swipeEnd, Color.red); }
private void Update() { LeapInputEx.Update(); if (webCamPics.Ready) { snapshotCountdown -= Time.deltaTime; if (!webCamPics.snapshotTaken && snapshotCountdown < 0f) { webCamPics.TakeSnapshot(); } } if (selectedPiece) { Vector3 position = Vector3.zero; int activePointables = 0; foreach (GameObject pointable in pointables) { if (pointable.active) { position += pointable.transform.position; activePointables++; } } if (activePointables > 0) { position = position * 1f / activePointables; position.y = selectedPiece.transform.position.y; position += pieceTargetOffset; if (!collider.bounds.Contains(position)) { position = collider.ClosestPointOnBounds(position); } pieceTargetPosition = position; } selectedPiece.transform.position = Vector3.Lerp(selectedPiece.transform.position, pieceTargetPosition, Time.deltaTime); if (selected) { // If the object is also selected, then we need to update the outline rect GenerateSelectedRect(); } } if (selected) { // The switch is a special case where we only want to handle a tap if (selected.GetComponent <Switch>()) { selectedTime = hoverTime; } else { switch (selectionMethod) { case SelectionMethod.Hover: selectedTime = Mathf.Clamp(selectedTime + Time.deltaTime, 0f, hoverTime); if (selectedTime >= hoverTime) { TriggerSelected(); } break; default: selectedTime = hoverTime; break; } } } // Pinch is handled separately as a piece can be de-selected even when the pointables are not inside the volume if (selectionMethod == SelectionMethod.Pinch) { selectedTime = hoverTime; GameObject firstPointable = null; if (Time.time >= nextPinch) { foreach (GameObject p in pointables) { if (!p.active) { continue; } if (firstPointable) { pinchDistance = Vector3.Distance(firstPointable.transform.position, p.transform.position); if (pinchDistance <= pinchRadius) { if (selected) { TriggerSelected(); } else if (selectedPiece) { // Allow for a selected piece to be de-selected even if we are not inside the collision volume selectedPiece = null; } nextPinch = Time.time + pinchCoolOff; } break; } else { firstPointable = p; } } } } }
void Update() { //process the Leap message pump LeapInputEx.Update(); }