예제 #1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && sel == true)
        {
            if (nCam.GetObj() == nMain.currObj)
            {
                GameObject temp = Instantiate(TJpref, new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0), new Quaternion(0, 0, 0, 0));
                temp.name             = "TargetJoint__" + nMain.currObj.name;
                temp.transform.parent = nMain.currObj.transform;
            }
            sel = false;
        }
        GameObject m = nCam.GetObj();

        if (Input.GetMouseButtonDown(0) && m != null && (m.tag == "Rect" || m.tag == "Circle"))
        {
            nCurs.Current_Tex = nCurs.SelectCursore_act;
            nMain.currObj     = m;
            if (nMain.currObj != null)
            {
                sel = true;
            }
            else
            {
                sel = false;
            }
        }

        if (Input.GetMouseButtonUp(0) && sel == false)
        {
            nCurs.Current_Tex = nCurs.SelectCursore_nact;
        }
    }
예제 #2
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButton(0))
     {
         nB_GUI.Cursor_tex = nB_GUI.DelCursore_act;
         GameObject i = nCam.GetObj();
         if (i != null && (i.tag == "Wall" || i.tag == "Water"))
         {
             Destroy(i);
         }
     }
     if (Input.GetMouseButtonUp(0))
     {
         nB_GUI.Cursor_tex = nB_GUI.DelCursore_nact;
     }
 }
예제 #3
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && nMain.looseUI == true)
     {
         nCurs.Current_Tex = nCurs.SelectCursore_act;
         nMain.currObj     = nCam.GetObj();
         if (nMain.currObj != null)
         {
             Select_Settings(nMain.currObj.tag);
         }
         else
         {
             Select_Settings("0");
         }
     }
     if (Input.GetMouseButtonUp(0))
     {
         nCurs.Current_Tex = nCurs.SelectCursore_nact;
     }
 }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            nCurs.Current_Tex = nCurs.DelCursore_act;
            GameObject i = nCam.GetObj();
            if (i != null && (i.tag == "Rect" || i.tag == "WatPart" || i.tag == "Circle"))
            {
                Destroy(i);
            }

            /*if (i != null && (i.tag == "WatPart"))
             * {
             *  i.gameObject.SetActive(false);
             * }*/
        }
        if (Input.GetMouseButtonUp(0))
        {
            nCurs.Current_Tex = nCurs.DelCursore_nact;
        }
    }
예제 #5
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         curr = nCam.GetObj();
         if (curr != null)
         {
             mp = Camera.main.ScreenToWorldPoint(Input.mousePosition) - curr.transform.position;
         }
     }
     if (Input.GetMouseButton(0))
     {
         nCurs.Current_Tex = nCurs.DragCursore_act;
         if (curr != null && (curr.tag == "Rect" || curr.tag == "Circle"))
         {
             if (!nMain.pause)
             {
                 Rigidbody2D irigid = curr.GetComponent <Rigidbody2D>();
                 irigid.gravityScale = 0;
                 irigid.velocity     = Vector2.zero;
                 irigid.MovePosition(Camera.main.ScreenToWorldPoint(Input.mousePosition) - mp);
             }
             else
             {
                 curr.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition) - mp;
                 Rigidbody2D irigid = curr.GetComponent <Rigidbody2D>();
                 irigid.velocity = Vector2.zero;
             }
         }
     }
     if (Input.GetMouseButtonUp(0))
     {
         if (curr != null && (curr.tag == "Rect" || curr.tag == "Circle"))
         {
             nCurs.Current_Tex = nCurs.DragCursore_nact;
             curr.GetComponent <Rigidbody2D>().gravityScale = 1;
             curr = null;
         }
     }
 }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        GameObject m = nCam.GetObj();

        if (Input.GetMouseButtonDown(0) && m != null && (m.tag == "Rect" || m.tag == "Circle"))
        {
            if (state == 0)
            {
                nCurs.Current_Tex = nCurs.SelectCursore_act;
                nMain.currObj     = m;
                state             = 1;
            }
            else if (state == 1)
            {
                if (m == nMain.currObj)
                {
                    nCurs.Current_Tex = nCurs.DelCursore_act;;
                    Obj0  = m;
                    V0    = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    state = 2;
                }
                else
                {
                    state = 0;
                }
            }
            else if (state == 2)
            {
                if (m != Obj0)
                {
                    nCurs.Current_Tex = nCurs.SelectCursore_act;;
                    nMain.currObj     = m;
                    state             = 3;
                }
                else
                {
                    state = 0;
                }
            }
            else if (state == 3)
            {
                if (m == nMain.currObj)
                {
                    Obj1 = m;
                    V1   = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    GameObject temp = Instantiate(DJpref, new Vector3(0, 0, 0), new Quaternion(0, 0, 0, 0));
                    temp.name = "DistanceJoint__" + Obj0.name + "-" + Obj1.name;
                    DJoint tcomp = temp.GetComponent <DJoint>();
                    tcomp.Obj0 = Obj0;
                    tcomp.Obj1 = Obj1;
                    tcomp.V0   = V0;
                    tcomp.V1   = V1;
                }
                else
                {
                    state = 0;
                }
            }
        }

        if (Input.GetMouseButtonUp(0) && state == 0)
        {
            Obj0 = null;
            V0   = Vector2.zero;
            Obj1 = null;
            V1   = Vector2.zero;
            nCurs.Current_Tex = nCurs.SelectCursore_nact;
        }
    }