Raycast() static public method

Returns the object under the specified position.
static public Raycast ( Vector3 inPos, RaycastHit &hit ) : bool
inPos Vector3
hit UnityEngine.RaycastHit
return bool
コード例 #1
0
    void Update()
    {
        if (mapControl != null)
        {
            mapControl.Update();

            _mouseStatus.Update();

            if (_mouseStatus.GetMouseJustDown(MouseStatus.KEY.LEFT) &&
                !UICamera.Raycast(Input.mousePosition))
            {
                Vector3 worldPoint;
                Vector3 mousePosition = _mouseStatus.GetMouseJustDownPos();
                bool    raycast       = _campaignCamera.ProjectScreenPointToPlane(out worldPoint, mousePosition);
                if (raycast)
                {
                    int tileIndex = mapControl.DetectTileIndex(worldPoint);
                    if (tileIndex >= 0)
                    {
                        if (_campaignPanel != null)
                        {
                            _campaignPanel.OnSelectMission(tileIndex + 1);
                        }
                    }
                }
            }
        }
    }
コード例 #2
0
ファイル: UIGridItem.cs プロジェクト: liuyongsz/bmobdemo
    void OnSelect(bool selected)
    {
        if (Locked)
        {
            return;
        }

        RaycastHit hit;

        UICamera.Raycast(Input.mousePosition, out hit);

        if (null == hit.transform || hit.transform.GetComponent <UIScrollView>() == null)
        {
            return;
        }

        if (null != Owner && null != Owner.OldSelectedItem)
        {
            Owner.OldSelectedItem.Selected = false;
        }

        Owner.OldSelectedItem = this;

        if (null != SelectedItem)
        {
            SelectedItem.gameObject.SetActive(selected);
        }

        Selected = selected;

        if (onSelect != null)
        {
            onSelect(this, selected);
        }
    }
コード例 #3
0
ファイル: GTTouch.cs プロジェクト: zyb2013/GameProject3
    private void OnDrag(DragGesture gesture)
    {
        if (Pinch)
        {
            return;
        }
        switch (gesture.Phase)
        {
        case ContinuousGesturePhase.Started:
            if (UICamera.Raycast(gesture.StartPosition) == false)
            {
                m_Drag    = gesture;
                Drag      = true;
                DragDelta = gesture.DeltaMove;
            }
            break;

        case ContinuousGesturePhase.Updated:
            if (Drag && gesture.ClusterId == m_Drag.ClusterId)
            {
                DragDelta = gesture.DeltaMove;
            }
            break;

        case ContinuousGesturePhase.Ended:
        case ContinuousGesturePhase.None:
            if (m_Drag != null && m_Drag.ClusterId == gesture.ClusterId)
            {
                m_Drag    = null;
                Drag      = false;
                DragDelta = Vector2.zero;
            }
            break;
        }
    }
コード例 #4
0
ファイル: GTTouch.cs プロジェクト: zyb2013/GameProject3
    private void OnFingerUp(FingerUpEvent eventData)
    {
        if (Camera.main == null)
        {
            return;
        }
        if (Drag || Pinch)
        {
            return;
        }
        if (UICamera.Raycast(eventData.Position))
        {
            return;
        }
        if (UICamera.Raycast(eventData.Finger.Position))
        {
            return;
        }
        if (UICamera.Raycast(eventData.Finger.StartPosition))
        {
            return;
        }
        RaycastHit hit;
        Ray        ray = Camera.main.ScreenPointToRay(eventData.Position);

        if (Physics.Raycast(ray, out hit, 1000, 1 << GTLayer.LAYER_DEFAULT) && Application.isEditor)
        {
            GTNetworkSend.Instance.TryPursue(hit.point);
        }
    }
コード例 #5
0
    bool CheckInputNGUI()
    {
        return(false);

        // RaycastHit hit = new RaycastHit();
        return(UICamera.Raycast(Input.mousePosition)); // , out hit) ;
    }
コード例 #6
0
ファイル: InputUtility.cs プロジェクト: sakyaer/emoji
    /// <summary>
    /// 使用的时候parents一定要用成员变量,不要临时声明,造成无所谓的GC者,拖出去爆菊1个小时
    /// </summary>
    /// <param name="button">鼠标的左键右键</param>
    /// <param name="parents">在NGUI层上需要关闭点击容器的父节点,比如一个grid里面要屏蔽掉
    /// 所有item的点击的话,请使用把grid的transform设置在parent中
    /// </param>
    /// <returns></returns>
    public static bool GetMouseButtonDown(int button, List <Transform> parents)
    {
        if (Input.GetMouseButtonDown(button))
        {
            if (!UICamera.isOverUI)
            {
                return(true);
            }
            if (Input.touchCount > 0 && UICamera.Raycast(Input.GetTouch(0).position))
            {
                return(false);
            }

            Ray          ray  = UICamera.mainCamera.ScreenPointToRay(Input.mousePosition);
            RaycastHit[] hits = Physics.RaycastAll(ray, Mathf.Infinity, 1 << GameConst.Layer.UI);
            for (int i = 0; i < hits.Length; i++)
            {
                if (CheckHasParent(hits[i].collider.transform, parents))
                {
                    return(false);
                }
            }
            return(true);
        }

        return(false);
    }
コード例 #7
0
        private bool _UpdateSelectFromTouch()
        {
            if (!Input.GetMouseButton((0)))
            {
                return(true);
            }

            var touchPosition = Input.mousePosition;

            if (UICamera.Raycast(touchPosition))
            {
                return(true);
            }


            var ray = CameraHelper.Middle.ScreenPointToRay(touchPosition);

            RaycastHit hitInfo;
            var        fish = (from r in Physics.RaycastAll(ray)
                               let collider = r.collider.GetComponent <FishCollider>()
                                              where collider != null && collider.Id != 0
                                              select new { id = collider.Id, FishType = collider.FishType }).FirstOrDefault();

            if (fish != null && fish.id != 0)
            {
                _Selected = fish.id;
                _FishType = fish.FishType;
            }
            if (TouchFireEvent != null)
            {
                TouchFireEvent();
            }

            return(false);
        }
コード例 #8
0
    /* 场景中可交互物体射线检测 */
    private void InteractiveCheck()
    {
        if (isPlayingAnime || isFacing2Obj)
        {
            return;
        }
        RaycastHit hit;

#if UNITY_EDITOR
        if (UICamera.hoveredObject &&
            UICamera.hoveredObject.GetComponent <Collider>() == null &&
            Physics.Raycast(MainSceneCamera.ScreenPointToRay(Input.mousePosition), out hit))
        {
            if (hit.collider.tag == "Clickable")
            {
                HandleOnRaycastHit(hit);
            }
        }
#endif
#if UNITY_ANDROID
        if (Input.touchCount > 0 &&
            !UICamera.Raycast(Input.GetTouch(0).position) &&
            Physics.Raycast(MainSceneCamera.ScreenPointToRay(Input.GetTouch(0).position), out hit))
        {
            if (hit.collider.tag == "Clickable")
            {
                HandleOnRaycastHit(hit);
            }
        }
#endif
    }
コード例 #9
0
    void CameraRotation()
    {
        if (transform.rotation != TargetRotation)
        {
            transform.rotation = TargetRotation;
        }
        if (UIInput.selection == null && (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.E)))
        {
            if (Input.GetKey(KeyCode.Q))
            {
                Gap.y -= 0.5f * RotationSpeed;
            }
            else
            {
                Gap.y += 0.5f * RotationSpeed;
            }

            TargetRotation = Quaternion.Euler(Gap);

            // 카메라벡터 객체에 Axis객체의 x,z회전 값을 제외한 y값만을 넘긴다.
            Quaternion q = TargetRotation;
            q.x = q.z = 0;

            CameraVector.transform.rotation = q;
        }
        if (Input.GetMouseButton(0) == false && Input.GetMouseButton(1) == false)
        {
            First_Click_is_UI = false;
        }
        if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1))
        {
            if (UICamera.Raycast(Input.mousePosition))
            {
                First_Click_is_UI = true;
            }
            LastFrameMouse = Input.mousePosition;
        }
        if (First_Click_is_UI == false && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
        {
            Vector3 axis = Input.mousePosition - LastFrameMouse;
            axis          /= 10;
            LastFrameMouse = Input.mousePosition;
            // 값을 축적.
            Gap.x += axis.y * RotationSpeed * -1;
            Gap.y += axis.x * RotationSpeed;
            // 카메라 회전범위 제한.
            Gap.x = Mathf.Clamp(Gap.x, 3f, 85f);
            // 회전 값을 변수에 저장.
            TargetRotation = Quaternion.Euler(Gap);

            // 카메라벡터 객체에 Axis객체의 x,z회전 값을 제외한 y값만을 넘긴다.
            Quaternion q = TargetRotation;
            q.x = q.z = 0;
            CameraVector.transform.rotation = q;
            //Cursor.lockState = CursorLockMode.Locked;
        }
    }
コード例 #10
0
ファイル: BatchSelectCard.cs プロジェクト: devcollect/poker16
 void Update()
 {
     if (bPress)
     {
         if (UICamera.Raycast(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0)))
         {
             Eventer.Fire("BatchSelectCardHover", new object[] { UICamera.lastHit.collider.gameObject });
         }
     }
 }
コード例 #11
0
    protected override bool HitTest(Vector2 position)
    {
#if NGUI
        if (UICamera.Raycast(position))
        {
            return(false);
        }
#endif
        return(cl.Raycast(activeCamera.ScreenPointToRay(position), out lastRaycastHit, OnlineMapsUtils.maxRaycastDistance));
    }
コード例 #12
0
    void Update()
    {
        RaycastHit         hit;
        UIButtonController buttonController = null;

#if UNITY_EDITOR
        for (int i = 0; i < 3; ++i)
        {
            if (Input.GetMouseButtonDown(i))
            {
                if (UICamera.Raycast(Input.mousePosition, out hit))
                {
                    buttonController = hit.collider.GetComponent <UIButtonController>();
                    if (buttonController != null)
                    {
                        buttonController.Press();
                    }
                }
            }
            else if (Input.GetMouseButton(i))
            {
                if (UICamera.Raycast(Input.mousePosition, out hit))
                {
                    buttonController = hit.collider.GetComponent <UIButtonController>();
                    if (buttonController != null)
                    {
                        buttonController.Holding();
                    }
                }
            }
        }
#else
        foreach (Touch touch in Input.touches)
        {
            if (UICamera.Raycast(touch.position, out hit))
            {
                buttonController = hit.collider.GetComponent <UIButtonController>();
                if (buttonController != null)
                {
                    switch (touch.phase)
                    {
                    case TouchPhase.Began:
                        buttonController.Press();
                        break;

                    case TouchPhase.Moved:
                    case TouchPhase.Stationary:
                        buttonController.Holding();
                        break;
                    }
                }
            }
        }
#endif
    }
コード例 #13
0
    static int Raycast(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 2);
        Vector3    arg0 = LuaScriptMgr.GetVector3(L, 1);
        RaycastHit arg1;
        bool       o = UICamera.Raycast(arg0, out arg1);

        LuaScriptMgr.Push(L, o);
        LuaScriptMgr.Push(L, arg1);
        return(2);
    }
コード例 #14
0
        private bool CurrentTouchOverUI()
        {
            var t = new UICamera.MouseOrTouch();

            t.pos = lasttouch;
            UICamera.Raycast(t);
            if (t.current != null && t.current != UICamera.fallThrough && NGUITools.FindInParents <UIRoot>(t.current) != null)
            {
                return(true);
            }
            return(false);
        }
コード例 #15
0
ファイル: InputUtility.cs プロジェクト: sakyaer/emoji
 public static bool GetMouseButtonUp(int button)
 {
     if (UICamera.isOverUI)
     {
         return(false);
     }
     if (Input.touchCount > 0 && UICamera.Raycast(Input.GetTouch(0).position))
     {
         return(false);
     }
     return(Input.GetMouseButtonUp(button));
 }
コード例 #16
0
    void DisCamera()
    {
        if (UICamera.Raycast(Input.mousePosition) == false)
        {
            Distance += Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed * -1;
        }
        Distance = Mathf.Clamp(Distance, 5f, 30f);


        AxisVec             = transform.forward * -1;
        AxisVec            *= Distance;
        MainCamera.position = transform.position + AxisVec;
    }
コード例 #17
0
        /// <summary>
        /// 判断鼠标是否在有包围盒的UI上
        /// </summary>
        public static bool isMouseOverNGUI()
        {
            Vector3 mousePostion = Input.mousePosition;

            if (UICamera.Raycast(mousePostion))
            {
                if (UICamera.lastHit.collider != null)
                {
                    return(true);
                }
            }
            return(false);
        }
コード例 #18
0
ファイル: LargeMapWnd.cs プロジェクト: atom-chen/tianyu
    protected void TouchPoint()
    {
        if (Input.touchCount == 0)
        {
            return;
        }
        if (Input.touchCount > 1)
        {
            if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved) //这个手势是缩放手势
            {
                return;
            }
        }
        for (int i = 0; i < Input.touchCount; ++i)
        {
            Touch input     = Input.GetTouch(i);
            bool  unpressed = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);
            if (!unpressed)//只处理触摸弹起的事件
            {
                continue;
            }
            Vector3 pos = new Vector3(input.position.x, input.position.y, 0);
            if (!UICamera.Raycast(pos))//检测是否按到了UI控件
            {
                continue;
            }


            Ray _ray = GameCenter.cameraMng.uiCamera.ScreenPointToRay(pos);

            RaycastHit _hit;
            if (Physics.Raycast(_ray, out _hit, Mathf.Infinity, LayerMng.uiMask))
            {
                clickPoint.transform.position = _hit.point;
                Vector3 diffPoint = clickPoint.localPosition;

                GameCenter.curMainPlayer.CancelCommands();
                GameCenter.curMainPlayer.GoTraceTarget(GameCenter.mainPlayerMng.MainPlayerInfo.SceneID, (int)(diffPoint.x / posXRate), (int)(diffPoint.y / posYRate));
                //zsy
                InitFlyPoint(new Vector3((int)(diffPoint.x / posXRate), (int)(diffPoint.y / posYRate)));
                //Command_MoveTo moveto = new Command_MoveTo();
                //moveto.destPos = ActorMoveFSM.LineCast(new Vector3(diffPoint.x / posXRate, 0, diffPoint.y / posYRate), true);
                //moveto.maxDistance = 0f;
                //GameCenter.curMainPlayer.commandMng.PushCommand(moveto);

                //GameCenter.taskMng.CurTargetPoint = moveto.destPos;//显示出寻路中。。
                //GameCenter.uIMng.GenGUI(GUIType.TASK_FINDING, true);
            }
        }
    }
コード例 #19
0
ファイル: Utility.cs プロジェクト: patool/DafuhaoProject
        // 判断是否点击在ngui控件上.
        public static bool IsMouseOverUI()
        {
            Vector3    mousePosition = Input.mousePosition;
            GameObject hoverObj      = UICamera.Raycast(mousePosition) ? UICamera.lastHit.collider.gameObject : null;

            if (hoverObj != null)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
コード例 #20
0
ファイル: Main.cs プロジェクト: moto2002/snowbattle
    //void Callback(bool isUpdate)
    //{
    //    Debug.LogWarning("isUpdate:" + isUpdate);
    //    if (isUpdate)
    //    {
    //        GameResManager.Singleton.DownloadUpdatePackage();
    //    }
    //}
    bool ShouldProcessTouch(int fingerIndex, Vector2 position)
    {
        return(!UICamera.Raycast(position));
        //return true;
        //Ray ray = UICamera.currentCamera.ScreenPointToRay(position);
        //RaycastHit hitInfo;
        //bool touchUI = Physics.Raycast(ray, out hitInfo ,float.PositiveInfinity,LayerMask.NameToLayer("UIRoot"));
        //if (touchUI)
        //{
        //    Debug.LogWarning("Touch UI:" + hitInfo.collider.gameObject.name);
        //}

        //return !touchUI;
    }
コード例 #21
0
ファイル: UICamera.cs プロジェクト: kmlkmljkl2/Anarchy
 public void ProcessTouches()
 {
     for (int i = 0; i < Input.touchCount; i++)
     {
         Touch touch = Input.GetTouch(i);
         UICamera.currentTouchID = ((!this.allowMultiTouch) ? 1 : touch.fingerId);
         UICamera.currentTouch   = UICamera.GetTouch(UICamera.currentTouchID);
         bool flag  = touch.phase == TouchPhase.Began || UICamera.currentTouch.touchBegan;
         bool flag2 = touch.phase == TouchPhase.Canceled || touch.phase == TouchPhase.Ended;
         UICamera.currentTouch.touchBegan = false;
         if (flag)
         {
             UICamera.currentTouch.delta = Vectors.v2zero;
         }
         else
         {
             UICamera.currentTouch.delta = touch.position - UICamera.currentTouch.pos;
         }
         UICamera.currentTouch.pos = touch.position;
         UICamera.hoveredObject    = ((!UICamera.Raycast(UICamera.currentTouch.pos, ref UICamera.lastHit)) ? UICamera.fallThrough : UICamera.lastHit.collider.gameObject);
         if (UICamera.hoveredObject == null)
         {
             UICamera.hoveredObject = UICamera.genericEventHandler;
         }
         UICamera.currentTouch.current = UICamera.hoveredObject;
         UICamera.lastTouchPosition    = UICamera.currentTouch.pos;
         if (flag)
         {
             UICamera.currentTouch.pressedCam = UICamera.currentCamera;
         }
         else if (UICamera.currentTouch.pressed != null)
         {
             UICamera.currentCamera = UICamera.currentTouch.pressedCam;
         }
         if (touch.tapCount > 1)
         {
             UICamera.currentTouch.clickTime = Time.realtimeSinceStartup;
         }
         this.ProcessTouch(flag, flag2);
         if (flag2)
         {
             UICamera.RemoveTouch(UICamera.currentTouchID);
         }
         UICamera.currentTouch = null;
         if (!this.allowMultiTouch)
         {
             break;
         }
     }
 }
コード例 #22
0
ファイル: UICamera.cs プロジェクト: kmlkmljkl2/Anarchy
 private void FixedUpdate()
 {
     if (this.useMouse && Application.isPlaying && this.handlesEvents)
     {
         UICamera.hoveredObject = ((!UICamera.Raycast(Input.mousePosition, ref UICamera.lastHit)) ? UICamera.fallThrough : UICamera.lastHit.collider.gameObject);
         if (UICamera.hoveredObject == null)
         {
             UICamera.hoveredObject = UICamera.genericEventHandler;
         }
         for (int i = 0; i < 3; i++)
         {
             UICamera.mMouse[i].current = UICamera.hoveredObject;
         }
     }
 }
コード例 #23
0
    //防UI穿透
    private bool HitTestUI()
    {
        /********以下两种判读都可以*******/
        //如果在主Camer上也挂一个UICamera,这两种判读会一直返回真(为什么呢???)

        //如果有碰到NGUI对象,返回真
        if (UICamera.hoveredObject != null)
        {
            return(true);
        }

        print("UICamera.Raycast___" + UICamera.Raycast(Input.mousePosition));
        //如果从UICamer到当前鼠标位置的射线碰到了NGUI对象,返回真
        //if(UICamera.Raycast(Input.mousePosition)) { return true; }

        return(false);
    }
コード例 #24
0
    void Update()
    {
        Process();

        if (targetCharacter_ != null)
        {
            //            RaycastHit besthitinfo;
            //            if (UICamera.Raycast(Input.mousePosition, out besthitinfo) == false)
            if (UICamera.Raycast(Input.mousePosition) == false)
            {
                if (Input.GetButton("Fire1") == true)
                {
                    PlayerController pc = targetCharacter_.GetComponent <PlayerController>();
                    pc.enabled = true;
                    pc.Click2Go();
                }
            }
        }
    }
コード例 #25
0
        public static PointData creatPointData(Vector3 pos, LayerMask Hitlayer)
        {
            if (UICamera.Raycast(pos) || PlayerInputListener.mainCamera == null)//检测是否按到了UI控件
            {
                return(null);
            }


            Ray _ray = PlayerInputListener.mainCamera.ScreenPointToRay(pos);

            RaycastHit _hit;

            if (Physics.Raycast(_ray, out _hit, Mathf.Infinity, Hitlayer.value))
            {
                PointData d = new PointData();
                d.pos = pos;
                d.hit = _hit;
                return(d);
            }
            return(null);
        }
コード例 #26
0
    void FingerGestures_OnFingerDown(FingerGestures.Finger finger)
    {
        int     fingerIndex = finger.Index;
        Vector2 fingerPos   = finger.Position;

        if (UICamera.Raycast(fingerPos))
        {
            fingerMap.Remove(fingerIndex); //even though this should not happen. Just put here in case..
            //fingerMap[fingerIndex] = null;
            return;
        }


        fingerMap[fingerIndex]    = finger;
        fingerPosMap[fingerIndex] = fingerPos;
//        Debug.LogError("FingerGestures_OnFingerDown " + fingerIndex + " " + fingerPos +  "   " + Time.frameCount);
        //check whether this is joy stick. If joy stick mode, this finger will be ignored.
        if (CheckWhetherJoyStickFinger(fingerIndex, fingerPos))
        {
            if (JoyStickControl.TheMode == JoyStickMode.None)
            {
                //Debug.LogError("joy stick pos " + fingerPos);
                JoyStickControl.TheMode = JoyStickMode.JoyStick;
                JoyStickFinger          = fingerIndex;
            }
        }
        else
        {
            if (JoyStickControl.TheMode == JoyStickMode.None)
            {
                JoyStickControl.TheMode = JoyStickMode.DragControl;
            }

            if (lastFingerIndex == -1)
            {
                lastFingerIndex = fingerIndex;
            }
        }
    }
コード例 #27
0
ファイル: MainLogic.cs プロジェクト: godole/AniBloom
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (UICamera.Raycast(Input.mousePosition) == false)
            {
                CreateTempLine(Camera.main.ScreenToWorldPoint(Input.mousePosition));
                m_IsDrawing = true;
            }
        }

        if (m_IsDrawing)
        {
            CurSlideTime -= Time.deltaTime;
            SlideChangeEvent.Invoke(CurSlideTime / _MaxSlideTime);

            m_Line.EndPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            if (m_Line.EndPosition.y < -160 ||
                _CurSlideTime <= 0.0f)
            {
                m_IsDrawing = false;
                Destroy(m_Line.gameObject);
                GameObject.Find("Player").GetComponent <PlayerControl>().SlideEnd();
            }
        }

        if (Input.GetMouseButtonUp(0) && m_IsDrawing)
        {
            m_IsDrawing = false;
            m_Line.DrawEnd();
        }

        if (!m_IsDrawing)
        {
            SlideChangeEvent.Invoke(CurSlideTime / _MaxSlideTime);
        }
    }
コード例 #28
0
    public bool rayCast(Camera cam, GameObject go)
    {
        if (cam == null)
        {
            return(false);
        }

        if (UICamera.Raycast(cam.WorldToScreenPoint(go.transform.position)) == false)
        {
            return(false);
        }

        if (UICamera.hoveredObject == null)
        {
            return(false);
        }

#if UNITY_EDITOR
        Debug.Log(UICamera.hoveredObject);
#endif

        return(UICamera.hoveredObject == go);
    }
コード例 #29
0
    private void UpdateIdle()
    {
        _firingSkill = null;

        if (_game.state != BattleGame.STATE.BATTLE)
        {
            return;
        }

        if (!_game.gameSkill.IsSelecting())
        {
            return;
        }

        if (_mouseStatus.GetMouseJustDown() &&
            !UICamera.Raycast(Input.mousePosition))
        {
            _state = STATE.DETECT;

            _firingSkill = _game.gameSkill.GetCurrentSelectSkill();
            return;
        }
    }
コード例 #30
0
ファイル: GTTouch.cs プロジェクト: zyb2013/GameProject3
    private void OnPinch(PinchGesture gesture)
    {
        for (int i = 0; i < gesture.Fingers.Count; i++)
        {
            if (UICamera.Raycast(gesture.Fingers[i].StartPosition))
            {
                Pinch      = false;
                PinchDelta = 0;
                return;
            }
        }
        switch (gesture.Phase)
        {
        case ContinuousGesturePhase.Started:
        {
            Pinch      = true;
            PinchDelta = gesture.Delta;
        }
        break;

        case ContinuousGesturePhase.Updated:
            if (Pinch)
            {
                PinchDelta = gesture.Delta;
            }
            break;

        case ContinuousGesturePhase.None:
        case ContinuousGesturePhase.Ended:
        {
            Pinch      = false;
            PinchDelta = 0;
        }
        break;
        }
    }