protected override BaseInput.FingerPhase GetPhase(BaseInput.Finger finger) { int button = finger.Index; // mouse button down? if (Input.GetMouseButton(button)) { // did we just press it? if (Input.GetMouseButtonDown(button)) { Debug.Log("[MouseInput]: MouseDown"); return(FingerPhase.Began); } // find out if the mouse has moved since last update Vector3 delta = GetPosition(finger) - finger.Position; if (delta.sqrMagnitude < 1.0f) { return(FingerPhase.Stationary); } Debug.Log("[MouseInput]: MouseMove"); return(FingerPhase.Moved); } // did we just release the button? if (Input.GetMouseButtonUp(button)) { Debug.Log("[MouseInput]: MouseUp"); return(FingerPhase.Ended); } return(FingerPhase.None); }
protected override BaseInput.FingerPhase GetPhase(BaseInput.Finger finger) { if (HasValidTouch(finger)) { UnityEngine.Touch touch = GetTouch(finger); switch (touch.phase) { case UnityEngine.TouchPhase.Began: return(FingerPhase.Began); case UnityEngine.TouchPhase.Moved: return(FingerPhase.Moved); case UnityEngine.TouchPhase.Stationary: return(FingerPhase.Stationary); default: return(FingerPhase.Ended); } } return(FingerPhase.None); }