예제 #1
0
 public PointerUpInputProcessStateConstArg(
     IUIAdaptorInputStateEngine engine,
     IUISystemProcessFactory processFactory
     ) : base(
         engine
         )
 {
     thisProcessFactory = processFactory;
 }
 public PointerDownInputStateConstArg(
     IUIAdaptorInputStateEngine engine,
     IUIManager uiManager,
     int velocityStackSize
     ) : base(
         engine
         )
 {
     thisUIManager         = uiManager;
     thisVelocityStackSize = velocityStackSize;
 }
 public PointerDownInputProcessStateConstArg(
     IUIAdaptorInputStateEngine engine,
     IUIManager uiManager,
     int velocityStackSize,
     IUISystemProcessFactory processFactory
     ) : base(
         engine,
         uiManager,
         velocityStackSize
         )
 {
     thisProcessFactory = processFactory;
 }
 public IUIAWaitForReleaseProcess CreateUIAWaitForReleaseProcess(
     IWaitingForReleaseState state,
     IUIAdaptorInputStateEngine engine
     )
 {
     UIAWaitForReleaseProcess.IConstArg arg = new UIAWaitForReleaseProcess.ConstArg(
         thisProcessManager,
         ProcessConstraint.None,
         1f,
         state,
         engine
         );
     return(new UIAWaitForReleaseProcess(arg));
 }
        public IUIAWaitForTapProcess CreateUIAWaitForTapProcess(
            IWaitingForTapState state,
            IUIAdaptorInputStateEngine engine
            )
        {
            IUIAdaptorInputProcessConstArg arg = new UIADaptorInputProcessConstArg(
                thisProcessManager,
                ProcessConstraint.ExpireTime,
                thisProcessManager.GetUIAWaitForTapProcessExpireTime(),
                state,
                engine
                );

            return(new UIAWaitForTapProcess(arg));
        }
 public IUIAWaitForTapProcess CreateUIAWaitForTapProcess(
     IWaitingForTapState state,
     IUIAdaptorInputStateEngine engine,
     float waitTime            //.5f
     )
 {
     AbsUIAdaptorInputProcess.IConstArg arg = new AbsUIAdaptorInputProcess.ConstArg(
         thisProcessManager,
         ProcessConstraint.ExpireTime,
         waitTime,
         state,
         engine
         );
     return(new UIAWaitForTapProcess(arg));
 }
예제 #7
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            public ConstArg(
                IProcessManager processManager,
                ProcessConstraint processConstraint,
                float expireT,

                IUIAdaptorInputState state,
                IUIAdaptorInputStateEngine engine
                ) : base(
                    processManager,
                    processConstraint,
                    expireT
                    )
            {
                thisState  = state;
                thisEngine = engine;
            }
예제 #8
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 public PointerDownInputStateConstArg(
     IUIAdaptorInputStateEngine engine,
     IUIManager uiManager,
     int velocityStackSize
     // ,
     // float swipeVelocityThreshold,
     // float swipeDistanceThreshold
     ) : base(
         engine
         )
 {
     thisUIManager         = uiManager;
     thisVelocityStackSize = velocityStackSize;
     // thisSwipeVelocityThreshold = swipeVelocityThreshold;
     // thisSwipeDistanceThreshold = swipeDistanceThreshold;
 }
예제 #9
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        public PointerDownInputProcessStateConstArg(
            IUIAdaptorInputStateEngine engine,
            IUIManager uiManager,
            int velocityStackSize,
            // float swipeVelocityThreshold,
            // float swipeDistanceThreshold,

            IUISystemProcessFactory processFactory
            ) : base(
                engine,
                uiManager,
                velocityStackSize
                // ,
                // swipeVelocityThreshold,
                // swipeDistanceThreshold
                )
        {
            thisProcessFactory = processFactory;
        }
예제 #10
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 public UIAdaptorInputStateConstArg(
     IUIAdaptorInputStateEngine engine
     )
 {
     thisEngine = engine;
 }