Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        int tapCount = Input.touchCount;

        if (tapCount == 2 && notOnGUI(2))
        {
            Touch touch1 = Input.GetTouch(0);
            Touch touch2 = Input.GetTouch(1);
            if (touch2.phase == TouchPhase.Began)
            {
                Ray        ray1 = Camera.main.ScreenPointToRay(touch1.position);
                Ray        ray2 = Camera.main.ScreenPointToRay(touch2.position);
                RaycastHit hitInfo1;
                RaycastHit hitInfo2;
                var        hit1 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray1, out hitInfo1, 100f);
                var        hit2 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray2, out hitInfo2, 100f);
                if (hit1 && hit2)
                {
                    Statics.isDragging = true;
                    touchPos           = touch2.position;
                }
            }
            else if (touch2.phase == TouchPhase.Moved && touchPos.x < float.PositiveInfinity)
            {
                var vector2 = touch2.position - touchPos;
                this.gameObject.transform.position += new Vector3(vector2.x, 0, vector2.y) * 0.02f;
                touchPos = touch2.position;
            }
            else if (touch2.phase == TouchPhase.Ended || touch2.phase == TouchPhase.Canceled)
            {
                Statics.isDragging = false;
                touchPos           = Vector2.positiveInfinity;
            }
        }
        else if (tapCount == 3 && notOnGUI(3))
        {
            Touch touch1 = Input.GetTouch(0);
            Touch touch2 = Input.GetTouch(1);
            Touch touch3 = Input.GetTouch(2);
            if (touch3.phase == TouchPhase.Began)
            {
                Ray        ray1 = Camera.main.ScreenPointToRay(touch1.position);
                Ray        ray2 = Camera.main.ScreenPointToRay(touch2.position);
                Ray        ray3 = Camera.main.ScreenPointToRay(touch3.position);
                RaycastHit hitInfo1;
                RaycastHit hitInfo2;
                RaycastHit hitInfo3;
                var        hit1 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray1, out hitInfo1, 100f);
                var        hit2 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray2, out hitInfo2, 100f);
                var        hit3 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray3, out hitInfo3, 100f);
                if (hit1 && hit2 && hit3)
                {
                    Statics.isDragging = true;
                    touchPos1          = touch1.position;
                    touchPos2          = touch2.position;
                    touchPos3          = touch3.position;
                    rotationCenter     = CircleCenterThrough3D(hitInfo1.point, hitInfo2.point, hitInfo3.point);
                    rotationTouchPoint = CircleCenterThrough2D(touch1.position, touch2.position, touch3.position);
                    normal             = Vector3.Cross(hitInfo3.point - hitInfo1.point, hitInfo2.point - hitInfo1.point);
                }
            }
            else if (touch3.phase == TouchPhase.Moved && touchPos1.x < float.PositiveInfinity)
            {
                var angle1 = Vector3.SignedAngle(touchPos1 - rotationTouchPoint, touch1.position - rotationTouchPoint, normal);
                var angle2 = Vector3.SignedAngle(touchPos2 - rotationTouchPoint, touch2.position - rotationTouchPoint, normal);
                var angle3 = Vector3.SignedAngle(touchPos3 - rotationTouchPoint, touch3.position - rotationTouchPoint, normal);
                var angle  = (angle1 + angle2 + angle3) / 3;
                touchPos1 = touch1.position;
                touchPos2 = touch2.position;
                touchPos3 = touch3.position;
                this.gameObject.transform.RotateAround(rotationCenter, normal, angle);
            }
            else if (touch3.phase == TouchPhase.Ended || touch3.phase == TouchPhase.Canceled)
            {
                Statics.isDragging = false;
                touchPos1          = Vector2.positiveInfinity;
                touchPos2          = Vector2.positiveInfinity;
                touchPos3          = Vector2.positiveInfinity;
            }
        }
        else if (tapCount == 4 && notOnGUI(4))
        {
            Touch touch1 = Input.GetTouch(0);
            Touch touch2 = Input.GetTouch(1);
            Touch touch3 = Input.GetTouch(2);
            Touch touch4 = Input.GetTouch(3);
            if (touch4.phase == TouchPhase.Began)
            {
                Ray        ray1 = Camera.main.ScreenPointToRay(touch1.position);
                Ray        ray2 = Camera.main.ScreenPointToRay(touch2.position);
                Ray        ray3 = Camera.main.ScreenPointToRay(touch3.position);
                Ray        ray4 = Camera.main.ScreenPointToRay(touch4.position);
                RaycastHit hitInfo1;
                RaycastHit hitInfo2;
                RaycastHit hitInfo3;
                RaycastHit hitInfo4;
                var        hit1 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray1, out hitInfo1, 100f);
                var        hit2 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray2, out hitInfo2, 100f);
                var        hit3 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray3, out hitInfo3, 100f);
                var        hit4 = this.gameObject.GetComponent <MeshCollider> ().Raycast(ray4, out hitInfo4, 100f);
                if (hit1 && hit2 && hit3 && hit4)
                {
                    Statics.isDragging = true;
                    touchPos           = touch2.position;
                    touchPos22         = touch4.position;
                    var freeDragging3D = Camera.main.GetComponent <FreeDragging3D> ();
                    var m1             = this.gameObject.GetComponent <Manifold> ();

                    m2 = GameObject.Instantiate(m1.gameObject).AddComponent <Manifold> ();
                    // m2.boundaryCurves = m1.getBoundariesClone ();

                    m2.gameObject.name = m1.gameObject.name + " Duplicate";
                    m2.ClearObjects();
                    var newDots = new Dictionary <GameObject, GameObject> ();
                    foreach (var item in freeDragging3D.level.dots)
                    {
                        Transform parent = item.transform.parent;
                        if (parent == m1.gameObject.transform)
                        {
                            var copy = GameObject.Instantiate(item);
                            copy.transform.parent = m2.gameObject.transform;
                            newDots[item]         = copy;
                        }
                    }
                    var newPaths = new List <MPath> ();
                    foreach (var item in freeDragging3D.level.paths)
                    {
                        if (item.parentManifold.Equals(m1))
                        {
                            newPaths.Add(item);
                        }
                    }
                    foreach (var item in newPaths)
                    {
                        MPath path = freeDragging3D.level.NewPath(newDots[item.dotFrom], newDots[item.dotTo]);
                        Destroy(path.gameObject);
                        path.gameObject.transform.position = m2.gameObject.transform.position;
                        path.SetPositions(item.GetPositions());
                        path.SetNormals(item.GetNormals());
                        path.AttachTo(m2);
                        freeDragging3D.level.addPath(path);
                    }
                    freeDragging3D.manifolds.Add(m2);
                }
            }
            else if (touch2.phase == TouchPhase.Moved && touchPos.x < float.PositiveInfinity)
            {
                var vector2 = touch2.position - touchPos;
                this.gameObject.transform.position += new Vector3(vector2.x, 0, vector2.y) * 0.02f;
                touchPos = touch2.position;

                var vector22 = touch4.position - touchPos22;
                m2.gameObject.transform.position += new Vector3(vector22.x, 0, vector22.y) * 0.02f;
                touchPos22 = touch4.position;
            }
            else if (touch2.phase == TouchPhase.Ended || touch2.phase == TouchPhase.Canceled)
            {
                touchPos           = Vector2.positiveInfinity;
                touchPos22         = Vector2.positiveInfinity;
                Statics.isDragging = false;
            }
        }
    }