protected virtual void Update() { // Get the main camera var mainCamera = Camera.main; // Begin dragging if (Input.GetKey(Requires) == true && down == false) { down = true; startMousePosition = Input.mousePosition; } // End dragging if (Input.GetKey(Requires) == false && down == true) { down = false; // Main camera exists? if (mainCamera != null) { var endMousePosition = Input.mousePosition; var startPos = D2dHelper.ScreenToWorldPosition(startMousePosition, Intercept, mainCamera); var endPos = D2dHelper.ScreenToWorldPosition(endMousePosition, Intercept, mainCamera); D2dSlice.All(Paint, startPos, endPos, Thickness, Shape, Color, Layers); } } // Update indicator? if (down == true && mainCamera != null && IndicatorPrefab != null) { if (indicatorInstance == null) { indicatorInstance = Instantiate(IndicatorPrefab); } var startPos = D2dHelper.ScreenToWorldPosition(startMousePosition, Intercept, mainCamera); var currentPos = D2dHelper.ScreenToWorldPosition(Input.mousePosition, Intercept, mainCamera); var scale = Vector3.Distance(currentPos, startPos); var angle = D2dHelper.Atan2(currentPos - startPos) * Mathf.Rad2Deg; // Transform the indicator so it lines up with the slice indicatorInstance.transform.position = startPos; indicatorInstance.transform.rotation = Quaternion.Euler(0.0f, 0.0f, -angle); indicatorInstance.transform.localScale = new Vector3(Thickness, scale, scale); } // Destroy indicator? else if (indicatorInstance != null) { Destroy(indicatorInstance.gameObject); } }
public void Slice() { var positionA = transform.position; var positionB = transform.TransformPoint(0.0f, 1.0f, 0.0f); D2dSlice.All(Paint, positionA, positionB, Thickness, Shape, Color, Layers); // The slice won't happen until next frame, so delay the force application if (Force != 0.0f) { StartCoroutine(DelayedForce(positionA, positionB)); } if (ParticleSystem != null && ParticlesPerUnit > 0.0f) { var particleCount = Mathf.CeilToInt(Vector3.Distance(positionA, positionB) * ParticlesPerUnit); if (particleCount > 0.0f) { var emitParams = new ParticleSystem.EmitParams(); var positionD = positionB - positionA; if (ParticlesRandom == true) { for (var i = 0; i < particleCount; i++) { emitParams.position = positionA + positionD * Random.value; emitParams.velocity = Random.insideUnitSphere; ParticleSystem.Emit(emitParams, 1); } } else { var step = positionD / particleCount; emitParams.position = positionA + step * 0.5f; for (var i = 0; i < particleCount; i++) { emitParams.velocity = Random.insideUnitSphere; ParticleSystem.Emit(emitParams, 1); emitParams.position += step; } } } } }