} //END IsInputInStartPhase //------------------------------------// private void CheckIfLeanSelectableShouldBeDisabled() //------------------------------------// { #if LEANTOUCH if( RequireCollider() && leanSelectable != null && leanSelectable.IsSelected ) { if( LeanTouch.Fingers != null && LeanTouch.Fingers.Count < 1 ) { leanSelectable.Deselect(); } else if( LeanTouch.Fingers == null ) { leanSelectable.Deselect(); } } #endif } //END CheckIfLeanSelectableShouldBeDisabled
/// <summary> /// /// </summary> /// <param name="gameObject"></param> /// <param name="selectable"></param> private void HandleIncludeChildren(GameObject gameObject, LeanSelectable selectable) { foreach (Transform child in gameObject.transform) { LeanSelectable s = AddSelectableComponent(child.gameObject); s.DeselectOnUp = true; s.OnSelect.AddListener((LeanFinger finger) => { selectable.Select(finger); }); s.OnDeselect.AddListener(() => { selectable.Deselect(); }); } }
private void JumpOutward() { leanSelectable.Deselect(); // Random stuff randAngle = Random.Range(0, 360); // Angle rotation to vector var presentRotation = Quaternion.AngleAxis(randAngle, Vector3.forward) * Vector3.right; // Add Force if (kind == Kind.Random) { rb.AddForce(presentRotation.normalized * randForce * 50); } else if (kind == Kind.Up) { Vector2 upRight = new Vector2(-0.3f, 1); rb.AddForce(upRight.normalized * randForce * 50); } // Random next time randTime = Random.Range(minTimeRange, maxTimeRange); }