private void TouchDown(SInputTouch touch) { if (!EventSystem.current.IsPointerOverGameObject()) { oldPosition = touch.screenPosition; } }
private void TouchMove(SInputTouch touch) { if (!EventSystem.current.IsPointerOverGameObject()) { Vector3 direction = oldPosition - touch.screenPosition; direction.z = direction.y; direction.y = 0f; camTrans.position += direction * speed; oldPosition = touch.screenPosition; } }
private SInputTouch CreateTouchData(Vector3 position) { Ray ray = mainCamera.ScreenPointToRay(position); RaycastHit hit; Physics.Raycast(ray, out hit); SInputTouch touch = new SInputTouch { worldPosition = hit.point, screenPosition = position, overGUI = UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject(), gameObject = hit.transform ? hit.transform.gameObject : null }; return(touch); }
private void TouchUp(Vector3 position) { dataUp = CreateTouchData(position); InvokeOnTouchUp(dataUp); }
private void TouchDown(Vector3 position) { dataDown = CreateTouchData(position); InvokeOnTouchDown(dataDown); }
private void InvokeOnMouseMove(SInputTouch touch) { OnMouseMove?.Invoke(touch); }
private void InvokeOnTouchClick(SInputTouch touch) { OnTouchClick?.Invoke(touch); }
private void InvokeOnTouchUp(SInputTouch touch) { OnTouchUp?.Invoke(touch); }
private void InvokeOnTouchDown(SInputTouch touch) { OnTouchDown?.Invoke(touch); }