public ClickReturn(ClickActions clickAction, ClickTypes clickType, Vector3 clickPosition, GameObject clickedObject) { ClickAction = clickAction; ClickType = clickType; ClickPosition = clickPosition; ClickedObject = clickedObject; }
public override bool Test() { ClickTypes currentTouchState = 0; for (int i = 0; i < Input.touchCount; i++) { Touch touch = Input.GetTouch(i); if (touch.phase == TouchPhase.Began) { currentTouchState |= ClickTypes.Down; } if (touch.phase == TouchPhase.Ended) { currentTouchState |= ClickTypes.Release; if (touch.tapCount > 0) { currentTouchState |= ClickTypes.Release; } } // Don't bother checking for a zone match if there wasn't a touchtype match if ((currentTouchState & touchType) == 0) { continue; } // Here in case the screen gets resized after initialization. if (Screen.width != screenWidthAtLastRecalc) { UpdateZoneRects(); } // Check for zone match int touchThirdCol = (touch.position.x < colOneThird) ? 0 : (touch.position.x < colTwoThird) ? 1 : 2; int touchThirdRow = (touch.position.y < rowOneThird) ? 0 : (touch.position.x < rowTwoThird) ? 1 : 2; return ((((TouchZones)touchZones == TouchZones.BottomLeft) && touchThirdCol == 0 && touchThirdRow == 0) || (((TouchZones)touchZones == TouchZones.BottomMid) && touchThirdCol == 1 && touchThirdRow == 0) || (((TouchZones)touchZones == TouchZones.BottomRight) && touchThirdCol == 2 && touchThirdRow == 0) || (((TouchZones)touchZones == TouchZones.CenterLeft) && touchThirdCol == 0 && touchThirdRow == 1) || (((TouchZones)touchZones == TouchZones.CenterMid) && touchThirdCol == 1 && touchThirdRow == 1) || (((TouchZones)touchZones == TouchZones.CenterRight) && touchThirdCol == 2 && touchThirdRow == 1) || (((TouchZones)touchZones == TouchZones.TopLeft) && touchThirdCol == 0 && touchThirdRow == 2) || (((TouchZones)touchZones == TouchZones.TopMid) && touchThirdCol == 1 && touchThirdRow == 2) || (((TouchZones)touchZones == TouchZones.TopRight) && touchThirdCol == 2 && touchThirdRow == 2) || (((TouchZones)touchZones == TouchZones.LeftHalf) && touch.position.x < colHalf) || (((TouchZones)touchZones == TouchZones.RightHalf) && touch.position.x > colHalf)); } return(false); }
public ReturnInput getinput() { int touchex = -1; int touchey = -1; bool pressed = false; TouchCollection touchCollection = TouchPanel.GetState(); NavigationType navigation = NavigationType.none; foreach (TouchLocation touch1 in touchCollection) // for loop and checkign each touch { touchex = (int)touch1.Position.X; touchey = (int)touch1.Position.Y; pressed = true; } ClickTypes action = ClickTypes.none; if (pressed) { action = ClickTypes.open; } return(new ReturnInput(new Vector2(touchex, touchey), action, navigation)); }
public ReturnInput getinput() { MouseState mouse = Mouse.GetState(); ClickTypes clicktype = ClickTypes.none; NavigationType navigation = NavigationType.none; if (mouse.LeftButton == ButtonState.Pressed) { clicktype = ClickTypes.open; } else if (mouse.RightButton == ButtonState.Pressed) { clicktype = ClickTypes.mark; } KeyboardState keyboard = Keyboard.GetState(); if (keyboard.IsKeyDown(Keys.Escape)) { navigation = NavigationType.exit; } return(new ReturnInput(new Vector2(mouse.X, mouse.Y), clicktype, navigation)); }
public InputSelectorTouchArea(ClickTypes _touchType) { touchType = _touchType; }
public PlayerKey(ClickTypes ClickType, KeyEventArgs Key, int BetweenClick) { this.ClickType = ClickType; this.Key = Key; this.BetweenClick = BetweenClick; }
public AiActivate(GameObject performer, GameObject usedObject, GameObject targetObject, Intent intent, ClickTypes clickType) : base(performer, usedObject, targetObject, intent) { this.clickType = clickType; }
public ReturnInput(Vector2 cursor, ClickTypes clicktype, NavigationType navigation) { this.cursor = cursor; this.clicktype = clicktype; this.navigation = navigation; }