private void OnSkillFingerEvent(FingerEvent finger) { if (SupportRotateByHold && IsExecuting() && "OnTwoFingerMove" == finger.Name) { TargetPos = finger.GetTouchToWorldPoint(); AdjustTargetPos(); } if (SupportRotateByHold && IsExecuting() && "OnTwoFingerDown" == finger.Name) { TargetPos = finger.GetTouchToWorldPoint(); AdjustTargetPos(); } }
private static GestureArgs ToGestureArgs(FingerEvent args) { if (null == args) { return(null); } GestureArgs e = new GestureArgs(); e.startPositionX = args.Position.x; e.startPositionY = args.Position.y; e.positionX = args.Position.x; e.positionY = args.Position.y; e.startTime = UnityEngine.Time.time; e.elapsedTime = 0; UnityEngine.Vector3 pos = args.GetTouchToWorldPoint(); e.gamePosX = pos.x; e.gamePosY = pos.y; e.gamePosZ = pos.z; e.name = args.Name; UnityEngine.GameObject go = LogicSystem.PlayerSelf; UnityEngine.Vector3 srcPos = pos; UnityEngine.Vector3 destPos = pos; if (null != go) { destPos = go.transform.position; } e.towards = Geometry.GetYAngle(new ArkCrossEngine.Vector2(destPos.x, destPos.z), new ArkCrossEngine.Vector2(srcPos.x, srcPos.z)); e.moveType = curTouchState; return(e); }
private void OnSkillFingerEvent(FingerEvent finger) { if (m_IsEnterMissle && IsExecuting() && "OnFingerMove" == finger.Name) { //Debug.Log("OnSkillFingerEvent OnFingerMove!"); TargetPos = finger.GetTouchToWorldPoint(); //TriggerImpl.SetFacePos(this.gameObject, TargetPos); CreateMissle(TargetPos, true); } if (m_IsEnterMissle && IsExecuting() && "OnFingerDown" == finger.Name) { //Debug.Log("OnSkillFingerEvent SupportHoldSkillByFinger OnFingerDown!"); TargetPos = finger.GetTouchToWorldPoint(); //TriggerImpl.SetFacePos(this.gameObject, TargetPos); CreateMissle(TargetPos, false); } }
private void OnSkillFingerEvent(FingerEvent finger) { if (!IsActive() || m_ExSkillState != ExSkillState.kHolding) { return; } if ("OnFingerDown" == finger.Name) { Vector3 targetPos = finger.GetTouchToWorldPoint(); List <GameObject> objs = finger.GetRayObjectsByLayerName("Character"); DamageObjects(objs); } if ("OnFingerMove" == finger.Name) { Vector3 targetPos = finger.GetTouchToWorldPoint(); List <GameObject> objs = finger.GetRayObjectsByLayerName("Character"); DamageObjects(objs); } }