/// <summary> /// Creates an instance of Tags. /// </summary> /// <param name="tags">Tags collection to copy.</param> public Tags(Tags tags) : this() { if (tags == null) return; foreach (var tag in tags.tagList) { AddTag(tag); } }
/// <summary> /// Initializes a new instance of the <see cref="TouchPoint"/> class. /// </summary> /// <param name="id">Unique id of the touch.</param> /// <param name="position">Screen position of the touch.</param> /// <param name="tags">Initial tags.</param> internal TouchPoint(int id, Vector2 position, Tags tags) { Id = id; this.position = PreviousPosition = newPosition = position; Tags = tags ?? new Tags(); properties = new Dictionary<string, object>(); }
/// <summary> /// Initializes a new instance of the <see cref="TouchPoint"/> class. /// </summary> /// <param name="id">Unique id of the touch.</param> /// <param name="position">Screen position of the touch.</param> /// <param name="tags">Initial tags.</param> /// <param name="properties">Initial properties.</param> internal TouchPoint(int id, Vector2 position, Tags tags, IDictionary<string, object> properties) { Id = id; Position = position; PreviousPosition = position; Tags = tags ?? new Tags(); this.properties = (properties == null) ? new Dictionary<string, object>() : new Dictionary<string, object>(properties); }
/// <summary> /// Creates an instance of Tags. /// </summary> /// <param name="tags">Tags collection to copy.</param> public Tags(Tags tags) : this() { if (tags == null) return; var count = tags.tagList.Count; for (var i = 0; i < count; i++) { AddTag(tags.tagList[i]); } }
/// <summary> /// Initializes a new instance of the <see cref="Tags"/> class. /// </summary> /// <param name="tags"> Tags to copy. </param> /// <param name="add"> Tags to add. </param> public Tags(Tags tags, IEnumerable<string> add) : this(tags) { if (add == null) return; foreach (var tag in add) { if (string.IsNullOrEmpty(tag)) continue; this.tags.Add(tag); } #if UNITY_EDITOR syncTagList(); #endif }
internal TouchPoint INTERNAL_BeginTouch(Vector2 position, IInputSource input, Tags tags) { TouchPoint touch; lock (touchLock) { touch = touchPointPool.Get(); touch.INTERNAL_Init(nextTouchId++, position, input, tags); touchesBegan.Add(touch); } return touch; }
/// <summary> /// Initializes a new instance of the <see cref="Tags"/> class. /// </summary> /// <param name="tags"> Tags to copy. </param> public Tags(Tags tags) : this() { if (tags == null) return; foreach (var tag in tags.tags) this.tags.Add(tag); #if UNITY_EDITOR syncTagList(); #endif }
/// <summary> /// Initializes a new instance of the <see cref="Tags"/> class. /// </summary> /// <param name="tags"> Tags to copy. </param> /// <param name="add"> Tag to add. </param> public Tags(Tags tags, string add) : this(tags) { if (string.IsNullOrEmpty(add)) return; this.tags.Add(add); }
/// <summary> /// Initializes a new instance of the <see cref="TouchPoint"/> class. /// </summary> /// <param name="id">Unique id of the touch.</param> /// <param name="position">Screen position of the touch.</param> /// <param name="tags">Initial tags.</param> internal void INTERNAL_Init(int id, Vector2 position, Tags tags) { Id = id; this.position = PreviousPosition = newPosition = position; isDirty = true; Tags = tags ?? new Tags(); }
internal ITouch INTERNAL_BeginTouch(Vector2 position, Tags tags) { TouchPoint touch; lock (touchesBegan) { touch = touchPointPool.Get(); touch.INTERNAL_Init(nextTouchId++, position, tags); touchesBegan.Add(touch); } return touch; }
internal ITouch BeginTouch(Vector2 position, Tags tags) { TouchPoint touch; lock (touchesBegan) { touch = new TouchPoint(nextTouchId++, position, tags); touchesBegan.Add(touch); } return touch; }
/// <summary> /// Initializes a new instance of the <see cref="TouchPoint" /> class. /// </summary> /// <param name="id">Unique id of the touch.</param> /// <param name="position">Screen position of the touch.</param> /// <param name="input">Input source which created this touch.</param> /// <param name="tags">Initial tags.</param> internal void INTERNAL_Init(int id, Vector2 position, IInputSource input, Tags tags) { Id = id; InputSource = input; this.position = PreviousPosition = newPosition = position; Tags = tags ?? Tags.EMPTY; }
/// <inheritdoc /> public int BeginTouch(Vector2 position, Tags tags, IDictionary<string, System.Object> properties) { TouchPoint touch; lock (touchesBegan) { touch = new TouchPoint(nextTouchId++, position, tags, properties); touchesBegan.Add(touch); } return touch.Id; }
/// <inheritdoc /> public int BeginTouch(Vector2 position, Tags tags) { return BeginTouch(position, tags, null); }
/// <inheritdoc /> public int BeginTouch(Vector2 position, Tags tags) { return(BeginTouch(position, tags, null)); }