//以一个物体为距离基准并修正高度后的世界坐标 public static Vector3 GetFingerTargetWolrdPos(Lean.Touch.LeanFinger finger, Vector3 posSrc, float fixY) { var pos = finger.GetWorldPosition(Vector3.Distance(CameraManager.Instance.MainCamera.transform.position, posSrc), CameraManager.Instance.MainCamera); pos.y = fixY; return(pos); }
void Play(Lean.Touch.LeanFinger finger) { backgroundImage.enabled = false; titleImage.enabled = false; titleText.enabled = false; tapText.enabled = false; DRunner.Scenes.GameController.Instance.Play(); }
private void OnInputUp(Lean.Touch.LeanFinger finger) { //ignore finger up that happened over the ui //if (finger.StartedOverGui) { return; } if (this.SelectionSystem.Dragging) { this.SelectionSystem.EndDrag(); } }
private bool IgnoreInput(Lean.Touch.LeanFinger finger) { //if input does not belong to filter if (!this.InputFilter.GetFingers().Contains(finger)) { return(true); } //if input is over gui or multiple fingers are used, ignore if (finger.StartedOverGui || Lean.Touch.LeanTouch.Fingers.Count > 1) { return(true); } return(false); }
private void OnInputDown(Lean.Touch.LeanFinger finger) { //if (this.IgnoreInput(finger)) return; if (this.RightFilter.GetFingers().Contains(finger)) { this.PuzzleEditor.RotateItem(); } //if double click delete //if (Input.GetKeyDown(KeyCode.Mouse1)) ////if (this.SelectionSystem.DoubleClick()) //{ //} //else if (!this.SelectionSystem.Dragging && this.SelectionSystem.SomethingSelected()) //{ // this.SelectionSystem.PrepareDrag(); //} }
private void OnInputDrag(Lean.Touch.LeanFinger finger) { if (this.IgnoreInput(finger)) { return; } //Drag Item //if (this.SelectionSystem.Dragging) //{ // this.PuzzleEditor.MoveItem(); //} //if something is selected prepare drag //else if (this.SelectionSystem.SomethingSelected()) //if (this.SelectionSystem.SomethingSelected()) //{ // this.SelectionSystem.PrepareDrag(); //} if (!this.SelectionSystem.Dragging && this.SelectionSystem.SomethingSelected()) { this.SelectionSystem.PrepareDrag(); } }
public static Vector3 GetFingerTargetWolrdPos(Lean.Touch.LeanFinger finger, Vector3 posSrc) { return(finger.GetWorldPosition(Vector3.Distance(CameraManager.Instance.MainCamera.transform.position, posSrc), CameraManager.Instance.MainCamera)); }
public static Vector3 GetFingerTargetWolrdPos(Lean.Touch.LeanFinger finger, GameObject objTarget) { var pos = finger.GetWorldPosition(Vector3.Distance(CameraManager.Instance.MainCamera.transform.position, objTarget.transform.position), CameraManager.Instance.MainCamera); return(pos); }
public static Vector3 GetFingerTargetWolrdPos(Lean.Touch.LeanFinger finger, GameObject objTarget, float fixY) { return(GetFingerTargetWolrdPos(finger, objTarget.transform.position, fixY)); }
public void Paint(FINGER finger, bool down, bool up) { var link = GetLink(finger); var head = finger.GetSmoothScreenPosition(0.0f); if (spacing > 0.0f) { if (down == true) { if (storeStates == true) { P3dStateManager.StoreAllStates(); } PaintAt(link, head, false, finger.Pressure, link); } var steps = Mathf.Max(1, Mathf.FloorToInt(finger.SmoothScreenPositionDelta)); var step = P3dHelper.Reciprocal(steps); for (var i = 0; i <= steps; i++) { var next = finger.GetSmoothScreenPosition(Mathf.Clamp01(i * step)); var dist = Vector2.Distance(head, next); var gaps = Mathf.FloorToInt((link.Distance + dist) / spacing); for (var j = 0; j < gaps; j++) { var remainder = spacing - link.Distance; head = Vector2.MoveTowards(head, next, remainder); PaintAt(link, head, false, finger.Pressure, link); dist -= remainder; link.Distance = 0.0f; } link.Distance += dist; head = next; } } else { var preview = true; if (showPreview == true) { if (spacing == 0.0f) // Once { if (up == true) { if (storeStates == true) { P3dStateManager.StoreAllStates(); } preview = false; } } else // Every frame { if (storeStates == true && down == true) { P3dStateManager.StoreAllStates(); } preview = false; } } else { if (spacing == 0.0f) // Once { if (down == true) { if (storeStates == true) { P3dStateManager.StoreAllStates(); } } else { return; } } else // Every frame { if (storeStates == true && down == true) { P3dStateManager.StoreAllStates(); } } preview = false; } PaintAt(link, head, preview, finger.Pressure, link); } if (up == true) { BreakHits(link); if (draw == DrawType.PointsIn3DFilled) { PaintGridOfPoints(link); } link.Clear(); } }
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually remove a finger.</summary> public void RemoveFinger(Lean.Touch.LeanFinger finger) { Use.RemoveFinger(finger); }
/// <summary>If you've set Use to ManuallyAddedFingers, then you can call this method to manually add a finger.</summary> public void AddFinger(Lean.Touch.LeanFinger finger) { Use.AddFinger(finger); }
void onFingerSwiped(Lean.Touch.LeanFinger finger) { _selectedIngredientController?.SwipeBounce(finger.SwipeScaledDelta); }
protected virtual void OnFingerUp(Lean.Touch.LeanFinger finger) { }