private void FindTouchReferences() { touch = FindObjectOfType <LeanTouch>(); fingerSwipeLeft = GameObject.Find("SwipeLeft").GetComponent <LeanFingerSwipe>(); fingerSwipeRight = GameObject.Find("SwipeRight").GetComponent <LeanFingerSwipe>(); fingerTap = GameObject.Find("LeanTouch").GetComponent <LeanFingerTap>(); }
private void Awake() { _lfsUp = gameObject.AddComponent <LeanFingerSwipe>(); _lfsLeft = gameObject.AddComponent <LeanFingerSwipe>(); _lfsDown = gameObject.AddComponent <LeanFingerSwipe>(); _lfsRight = gameObject.AddComponent <LeanFingerSwipe>(); ConfigureLeanScripts(); }
// Start is called before the first frame update void Start() { lfs = FindObjectOfType <LeanFingerSwipe>(); cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = Camera.main.transform.position + Camera.main.transform.forward * 2; Rigidbody rb = cube.AddComponent <Rigidbody>(); rb.useGravity = false; }
} //END CheckIfWeShouldAddMeshColliderToModel //---------------------------------------// private void CheckIfWeShouldAddRigidbodyToModel() //---------------------------------------// { //Check if we should add a Rigidbody to the model if( model != null && addMeshCollider && addRigidbody && _meshCollider != null ) { //Only add a Rigidbody if there isn't one already if( model.GetComponentInChildren<Rigidbody>() == null ) { _rigidbody = _meshCollider.gameObject.AddComponent<Rigidbody>(); } else { _rigidbody = model.GetComponentInChildren<Rigidbody>(); } //Disable gravity until the floor plane has been created, otherwise it will fall through the floor! _rigidbody.isKinematic = false; _rigidbody.useGravity = false; _rigidbody.mass = 1f; _rigidbody.drag = dragEndEaseSpeed; _rigidbody.angularDrag = dragEndEaseSpeed; _rigidbody.freezeRotation = true; //Setup the other features we'll need to apply physics #if LEANTOUCH //Add a LeanTouchRigidbody component to the model if( leanForceRigidbody == null ) { leanForceRigidbody = _meshCollider.gameObject.AddComponent<LeanForceRigidbody>(); leanForceRigidbody.cachedBody = _rigidbody; } else { Debug.Log( "model = " + model + ", leanForceRigidbody != null... " + leanForceRigidbody ); } //Add a LeanFingerSwipe component to the model if( leanFingerSwipe == null ) { leanFingerSwipe = _meshCollider.gameObject.AddComponent<LeanFingerSwipe>(); leanFingerSwipe.Clamp = LeanFingerSwipe.ClampType.ScaledDelta; } //Connect the finger swipe event to the Rigidbody if( leanFingerSwipe != null && leanForceRigidbody != null ) { if( leanFingerSwipe.OnSwipeDelta == null ) { leanFingerSwipe.OnSwipeDelta = new LeanFingerSwipe.Vector2Event(); } leanFingerSwipe.OnSwipeDelta.AddListener( leanForceRigidbody.Apply ); } #endif } } //END CheckIfWeShouldAddRigidbodyToModel
private void Start() { currentGround = 0; coolDown = 0; isDone = false; uiManager.setActivePanel(false); leanFingerSwipe = GetComponent <LeanFingerSwipe>(); Debug.Log(gameObject.name); }
} //END CheckIfWeShouldChangeModelOnStart //--------------------------------// /// <summary> /// Replaces the existing instantiated 3D model with the one passed in. Expects a prefab/gameObject reference to clone /// </summary> /// <param name="newModelToClone">The GameObject prefab we want to clone</param> public void ChangeModel( GameObject newModelToClone ) //--------------------------------// { #if LEANTOUCH leanForceRigidbody = null; leanFingerSwipe = null; #endif //Destroy any existing model(s) if( faceCameraTransform.childCount > 0 ) { #if UNITY_EDITOR //Wait a moment before calling DestroyImmediate to make sure no logic is running UnityEditor.EditorApplication.delayCall += () => { DestroyImmediate( faceCameraTransform.GetChild(0).gameObject ); }; #else Destroy( faceCameraTransform.GetChild(0).gameObject ); #endif } //Instantiate the new model to show if( newModelToClone != null ) { model = Instantiate( newModelToClone, faceCameraTransform ); //Remove (Clone) from the models name if( model.name.Contains( "(Clone)" )) { string[] words = model.name.Split( '(' ); model.name = words[ 0 ]; } model.SetActive( true ); transformToMove = this.transform; transformToPinch = this.transform; transformToTwist = this.transform; /* transformToMove = model.transform; transformToPinch = model.transform; transformToTwist = model.transform; */ } //Add a ColorTweenManager to the new model, and link all of the renderers to it if ( model.GetComponent<UIColorTweenManager>() == null ) { uiColorTweenManager = model.AddComponent<UIColorTweenManager>(); } else { uiColorTweenManager = model.GetComponent<UIColorTweenManager>(); } //Find all of the Renderers on the object, attach a UIColorTweener to those gameObjects and link them to the uiColorTweenManager if( model.GetComponentInChildren<Renderer>() != null ) { uiColorTweenManager.tweeners = new List<UIColorTweener>(); foreach( Renderer rend in model.GetComponentsInChildren<Renderer>().ToList() ) { if ( rend != null && rend.gameObject.GetComponent<UIColorTweener>() == null ) { uiColorTweenManager.tweeners.Add( rend.gameObject.AddComponent<UIColorTweener>() ); } else if( rend != null && rend.gameObject.GetComponent<UIColorTweener>() != null ) { uiColorTweenManager.tweeners.Add( rend.gameObject.GetComponent<UIColorTweener>() ); } } } CheckIfWeShouldAddMeshColliderToModel(); CheckIfWeShouldAddRigidbodyToModel(); } //END ChangeModel
private void Start() { random = new System.Random(); swipe = GetComponent <LeanFingerSwipe>(); swipe.OnFinger.AddListener(ThrowABall); }
void Start() { lfs = FindObjectOfType <LeanFingerSwipe>(); lfs.OnSwipeDelta.AddListener(ShootObject); }