protected virtual void LateUpdate() { // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers, RequiredFingerCount); // Get the required camera var camera = GetComponent <Camera>(); // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(fingers, Distance, camera); // Pan the camera based on the world delta RemainingDelta -= worldDelta; // Get t value var factor = LeanTouch.GetDampenFactor(Dampening, Time.deltaTime); // Dampen remainingDelta var newDelta = Vector3.Lerp(RemainingDelta, Vector3.zero, factor); // Shift this transform by the change in delta transform.position += RemainingDelta - newDelta; // Update remainingDelta with the dampened value RemainingDelta = newDelta; }
protected virtual void LateUpdate() { if (Input.touchCount == 2) { // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers, RequiredFingerCount); // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(fingers, Distance, Camera); // Pan the camera based on the world delta RemainingDelta -= worldDelta; // The framerate independent damping factor var factor = Mathf.Exp(-Dampening * Time.deltaTime); // Dampen remainingDelta var newDelta = RemainingDelta * factor; // Shift this transform by the change in delta transform.position += RemainingDelta - newDelta; // Update remainingDelta with the dampened value RemainingDelta = newDelta; } }
protected virtual void LateUpdate() { // Make sure the camera exists if (LeanTouch.GetCamera(ref Camera, gameObject) == true) { //Busca as informações da Controller do Level. LevelController lvl = (LevelController)gameController.GetComponent("LevelController"); float camPosDown = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, Camera.main.nearClipPlane)).y; float camPosUp = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, Camera.main.nearClipPlane)).y; // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers, RequiredFingerCount); // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(fingers, Distance, Camera); if (camPosDown < lvl.MaxCamPosDown) { transform.position -= new Vector3(0, camPosDown - lvl.MaxCamPosDown, 0); } else if (camPosUp > lvl.MaxCamPosUp) { transform.position += new Vector3(0, lvl.MaxCamPosUp - camPosUp, 0); } else if (((camPosDown > lvl.MaxCamPosDown) && worldDelta.y > 0) || ((camPosUp < lvl.MaxCamPosUp) && worldDelta.y < 0)) { // Pan the camera, on Y, based on the world delta Vector3 move = new Vector3(0, worldDelta.y * Sensitivity, 0); transform.position -= move; } } }
protected virtual void LateUpdate() { // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers, RequiredFingerCount); // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(fingers, Distance, Camera); // Pan the camera based on the world delta transform.position -= worldDelta; }
protected virtual void LateUpdate() { // Make sure the camera exists if (LeanTouch.GetCamera(ref Camera, gameObject) == true) { // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers, RequiredFingerCount); // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(fingers, Distance, Camera); // Pan the camera based on the world delta transform.position -= worldDelta * Sensitivity; } }
protected virtual void LateUpdate() { // Make sure the camera exists if (LeanTouch.GetCamera(ref Camera, gameObject) == true) { // Get the fingers we want to use var fingers = LeanTouch.GetFingers(IgnoreGuiFingers); if (fingers.Count > 1) { ChangeToolOnHand(true); } // Get the pinch ratio of these fingers var pinchRatio = LeanGesture.GetPinchRatio(fingers, WheelSensitivity); // Modify the zoom value Zoom *= pinchRatio; Zoom = Mathf.Clamp(Zoom, ZoomMin, ZoomMax); // Get the world delta of all the fingers if (fingers.Count > 1) { var worldDelta = LeanGesture.GetWorldDelta(fingers, 0, Camera); // Pan the camera based on the world delta var newPos = transform.position - worldDelta * Sensitivity; if (!isSpecialBounds) { bounds = new Vector2(Camera.main.pixelWidth / 100, Camera.main.pixelHeight / 100); } newPos.x = Mathf.Clamp(newPos.x, -bounds.x, bounds.x); newPos.y = Mathf.Clamp(newPos.y, -bounds.y, bounds.y); transform.position = newPos; } // Set the new zoom SetZoom(Zoom); } }
protected virtual void LateUpdate() { // If camera is null, try and get the main camera, return true if a camera was found if (LeanTouch.GetCamera(ref Camera) == true) { // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(Distance); // Subtract the delta to the position Camera.transform.position -= worldDelta; // Store the old FOV in a temp variable var fieldOfView = Camera.fieldOfView; // Scale the FOV based on the pinch scale fieldOfView *= LeanGesture.GetPinchRatio(); // Clamp the FOV to out min/max values fieldOfView = Mathf.Clamp(fieldOfView, FovMin, FovMax); // Set the new FOV Camera.fieldOfView = fieldOfView; } }
protected virtual void LateUpdate() { // If camera is null, try and get the main camera, return true if a camera was found if (LeanTouch.GetCamera(ref Camera) == true) { // Get the world delta of all the fingers var worldDelta = LeanGesture.GetWorldDelta(1.0f, Camera); // Distance doesn't matter with an orthographic camera // Subtract the delta to the position Camera.transform.position -= worldDelta; // Store the old size in a temp variable var orthographicSize = Camera.orthographicSize; // Scale the size based on the pinch scale orthographicSize *= LeanGesture.GetPinchRatio(); // Clamp the size to out min/max values orthographicSize = Mathf.Clamp(orthographicSize, Minimum, Maximum); // Set the new size Camera.orthographicSize = orthographicSize; } }