Exemplo n.º 1
0
    public void Start()
    {
        //during awake of first scene force touch state is not yet available. If InputManager is initialized later it's ok to call this in Awake.
        //For platforms other than iOS ForceTouchState.IncompatibleOS will be returned.
        forceTouchState = ForceTouchPlugin.GetForceTouchState();

        //if (forceTouchState != ForceTouchState.IncompatibleOS)
        //	AddCallback ();
    }
Exemplo n.º 2
0
    /*
     * Method that will be called by native end if ForceTouch state changes. You must
     * subscribe to that event by calling AddCallback method. For this method to be called,
     * InputManager component has to be in hierarchy.
     * See AddCallbackMethod in ForceTouchPlugin.cs for more info
     */
    public void UpdateForceTouch(string message)
    {
        if (GetComponent <StatusUI>())        //this is only required for StatusUI.
        {
            GetComponent <StatusUI>().callbackMessage = message;
        }

        forceTouchState = ForceTouchPlugin.GetForceTouchState(Int32.Parse(message));
    }
Exemplo n.º 3
0
    public void Start()
    {
        //during awake of first scene force touch state is not yet available. If InputManager is initialized later it's ok to call this in Awake.
        //For platforms other than iOS ForceTouchState.IncompatibleOS will be returned.
        forceTouchState = ForceTouchPlugin.GetForceTouchState();

        //it would be best to only start tracking if forceTouchState is Available or if supportsTouchRadius is true.
        //If native touches are used on old ios devices or devices that have force touch disabled it's a performance penalty that could be avoided.
        //if (forceTouchState == ForceTouchState.Available)
        {
            ForceTouchPlugin.StartTracking();              //won't be executed on anything but iOS so no need to add compiler conditionals
            //AddCallback();
        }
    }