// Update is called once per frame void Update() { if (MousePos.MouseLeft()) { Debug.Log(MousePos.MousePosition()); } }
// Update is called once per frame void Update() { //タンス横用をタッチしたとき if (Mouse.MouseLeft() && Tansu == false) { MousePos = Mouse.MousePosition(); if (MousePos.x >= TansuPos.x && MousePos.x <= TansuPos.x + 1 && MousePos.y >= TansuPos.y - 1 && MousePos.y <= TansuPos.y) { if (MousePos.y - playertouch.gameObject.transform.position.y < TansuRange && MousePos.y - playertouch.gameObject.transform.position.y > -(TansuRange) && MousePos.x - playertouch.gameObject.transform.position.x > -(TansuRange) && MousePos.x - playertouch.gameObject.transform.position.x < TansuRange) { Tansu = true; anim.Play("book"); } } } //タンス縦用をタッチしたとき if (Mouse.MouseLeft() && Tansu2 == false) { MousePos = Mouse.MousePosition(); if (MousePos.x >= TansuTatePos.x && MousePos.x <= TansuTatePos.x + 1 && MousePos.y >= TansuTatePos.y - 1 && MousePos.y <= TansuTatePos.y) { if (MousePos.y - playertouch.gameObject.transform.position.y < TansuRange && MousePos.y - playertouch.gameObject.transform.position.y > -(TansuRange) && MousePos.x - playertouch.gameObject.transform.position.x > -(TansuRange) && MousePos.x - playertouch.gameObject.transform.position.x < TansuRange) { Tansu2 = true; anim.Play("book_anim"); } } } //時計前をタッチしたとき if (Mouse.MouseLeft() && Clock == false) { MousePos = Mouse.MousePosition(); if (MousePos.x >= ClockPos.x && MousePos.x <= ClockPos.x + 1 && MousePos.y >= ClockPos.y - 1 && MousePos.y <= ClockPos.y) { if (MousePos.y - playertouch.gameObject.transform.position.y < ClockRangeY && MousePos.y - playertouch.gameObject.transform.position.y > -(ClockRangeY) && MousePos.x - playertouch.gameObject.transform.position.x > -(ClockRangeX) && MousePos.x - playertouch.gameObject.transform.position.x < ClockRangeX) { Clock = true; anim.Play("Clock"); } } } //時計右をタッチしたとき if (Mouse.MouseLeft() && clock_L == false) { MousePos = Mouse.MousePosition(); if (MousePos.x >= ClockPos.x && MousePos.x <= ClockPos.x + 1 && MousePos.y >= ClockPos.y - 1 && MousePos.y <= ClockPos.y) { if (MousePos.y - playertouch.gameObject.transform.position.y < ClockRangeY && MousePos.y - playertouch.gameObject.transform.position.y > -(ClockRangeY) && MousePos.x - playertouch.gameObject.transform.position.x > -(ClockRangeX) && MousePos.x - playertouch.gameObject.transform.position.x < ClockRangeX) { clock_L = true; anim.Play("Clock_L"); } } } if (Mouse.MouseLeft() && piano == false) { MousePos = Mouse.MousePosition(); if (MousePos.x >= ClockPos.x && MousePos.x <= ClockPos.x + 1 && MousePos.y >= ClockPos.y - 1 && MousePos.y <= ClockPos.y) { if (MousePos.y - playertouch.gameObject.transform.position.y < ClockRangeY && MousePos.y - playertouch.gameObject.transform.position.y > -(ClockRangeY) && MousePos.x - playertouch.gameObject.transform.position.x > -(ClockRangeX) && MousePos.x - playertouch.gameObject.transform.position.x < ClockRangeX) { piano = true; anim.Play("piano"); } } } ClockTouch(); TansuTouch(); }