private void SetupTouch() { var uit_ = GetComponent <UITouch>(); var BodyPortraitSR_ = Body_.GetComponent <UIAugmentedFaceBody>().ScrollViewFacesObj_.GetComponent <ScrollRect>(); uit_.BeginDrag += (e_) => { BodyPortraitSR_.OnBeginDrag(e_); }; uit_.Drag += (e_) => { BodyPortraitSR_.OnDrag(e_); }; uit_.EndDrag += (e_) => { BodyPortraitSR_.OnEndDrag(e_); }; uit_.OneEndDrag += (pos_, dir_, mag_, cardDir_) => { if (cardDir_ == UIDragDirection.Up) { var WorkerAFW_ = Worker_.GetComponent <AugmentedFaceWorker>(); WorkerAFW_.SetFace(FaceInfo_); } if (cardDir_ == UIDragDirection.Down) { //#if UNITY_EDITOR // DestroyImmediate(gameObject); //#else // Destroy(gameObject); //#endif // Directory.Delete(FaceInfo_.FolderPath_, true); var WorkerAFW_ = Worker_.GetComponent <AugmentedFaceWorker>(); WorkerAFW_.SetFace(null); } }; }
DiscreteStep(int Action_) { base.DiscreteStep(Action_); switch (Action_) { case TurnRight: Head.transform.eulerAngles = new Vector3(Head.transform.eulerAngles.x, Head.transform.eulerAngles.y + TurnSpeed * DeltTimeAgentStep, Head.transform.eulerAngles.z); break; case TurnLeft: Head.transform.eulerAngles = new Vector3(Head.transform.eulerAngles.x, Head.transform.eulerAngles.y - TurnSpeed * DeltTimeAgentStep, Head.transform.eulerAngles.z); break; default: break; } // keep moving forward Head.transform.position += Head.transform.forward * MovementSpeed * DeltTimeAgentStep; // update the movement of the bodies foreach (GameObject Body_ in Bodies) { Body_.GetComponent <SnakeBody>().UpdateMovement(); } } // DiscreteStep