// Update is called once per frame void Update() { if (Input.touchCount > 0) { Vector3 pos = TouchPosition.TouchToCanvas(); transform.localPosition = pos; //Touch touch = Input.GetTouch(0); //if (touch.phase == TouchPhase.Began // || touch.phase == TouchPhase.Moved) //{ // effect.Emit(1); //} } }
void Start() { SoundManager soundM = SoundManager.Instance; touchGestureDetector.onGestureDetected.AddListener((gesture, touchInfo) => { if (gesture == TouchGestureDetector.Gesture.TouchBegin) { TouchCheck(); } switch (gesture) { case TouchGestureDetector.Gesture.TouchBegin: case TouchGestureDetector.Gesture.TouchMove: case TouchGestureDetector.Gesture.TouchStationary: Vector3 pos = TouchPosition.TouchToCanvas(); transform.localPosition = pos; effect.Emit(1); break; } if (gesture == TouchGestureDetector.Gesture.Click) { GameObject hit; if (touchInfo.HitDetection(out hit)) { if (!hit.GetComponent <NegativeTouched>()) { soundM.PlayWithFade(SoundAsset.SETag.PositiveButton); } } } }); GameObject effectObj = ResourcesLoad.Load <GameObject>("Effects/TouchEffect"); //GetComponent<ParticleSystem>(); GameObject newObj = Instantiate(effectObj.gameObject, transform); effect = newObj.GetComponent <ParticleSystem>(); }