public UnityEngine.Touch ToUnityTouch() { Native.Touch t = this.ToNativeTouch(); UnityEngine.Touch uT; IntPtr pnt = Marshal.AllocHGlobal(Marshal.SizeOf(t)); try { Marshal.StructureToPtr(t, pnt, false); uT = (UnityEngine.Touch)Marshal.PtrToStructure(pnt, typeof(UnityEngine.Touch)); } finally { Marshal.FreeHGlobal(pnt); } return(uT); }
Native.Touch ToNativeTouch() { TouchPhase p; switch (Status) { case TouchStatus.Began: p = TouchPhase.Began; break; case TouchStatus.Moved: p = TouchPhase.Moved; break; case TouchStatus.Ended: p = TouchPhase.Ended; break; case TouchStatus.Stationary: p = TouchPhase.Stationary; break; default: p = TouchPhase.Canceled; break; } Native.Touch t = new Native.Touch( TouchId, TouchPoint, RawPoint, DeltaDistance, DeltaTime, 1, p ); return(t); }
Native.Touch ToNativeTouch() { TouchPhase p; switch (Status) { case TouchStatus.Began: p = TouchPhase.Began; break; case TouchStatus.Moved: p = TouchPhase.Moved; break; case TouchStatus.Ended: p = TouchPhase.Ended; break; case TouchStatus.Stationary: p = TouchPhase.Stationary; break; default: p = TouchPhase.Canceled; break; } Native.Touch t = new Native.Touch ( TouchId, TouchPoint, RawPoint, DeltaDistance, DeltaTime, 1, p ); return t; }