void HandleDown(Vector3 input) { // check for 3d in world button events if (HandleButtons(input)) { return; } // ignore finger position if you are painting in the right corner if ((input.x > Screen.width - 100) && (input.y < 100)) { brush.gameObject.SetActive(true); brush.position = target.position; ignoreFingerPosition = true; } else { brush.gameObject.SetActive(true); ignoreFingerPosition = false; } // start new art focus = Instantiate(prefabSwatch) as GameObject; focus.transform.parent = this.transform; Swatch3d art = focus.GetComponent <Swatch3d>() as Swatch3d; art.setup(color, style, material); HandleMove(input); }
void test() { focus = Instantiate(prefabSwatch) as GameObject; focus.transform.parent = this.transform; Swatch3d art = focus.GetComponent <Swatch3d>() as Swatch3d; art.setup(color, Swatch3d.STYLE.TUBE, material); Vector3 xyz = brush.transform.position; Vector3 right = brush.transform.right; Vector3 forward = brush.transform.forward; art.test(right, forward, DrawSizeDefault); focus = null; }
void DrawingBegin() { /* * // Support a special mode for painting in 3d rather than with screen as an aid * if( (input.x > Screen.width - 100) && (input.y < 100)) { * ignoreFingerPosition = true; * } else { * ignoreFingerPosition = false; * } */ // start new art swatch focus = Instantiate(prefabSwatch) as GameObject; focus.transform.parent = gameObject.transform; Swatch3d art = focus.GetComponent <Swatch3d>() as Swatch3d; art.setup(color, style, material); lastObject = null; }