private Vector2 guiCenter; // Center of joystick void Start() { // Cache this component at startup instead of looking up every frame gui = GetComponent <GUITexture>(); gui.AutoResize(); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; defaultRect.x += transform.position.x * Screen.width; // + gui.pixelInset.x; // - Screen.width * 0.5; defaultRect.y += transform.position.y * Screen.height; // - Screen.height * 0.5; transform.position = new Vector3(0.0f, 0.0f, transform.position.z); if (touchPad) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if (gui.texture) { touchZone = defaultRect; } } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } }
private Vector2 guiCenter; // Center of joystick void Start() { // Cache this component at startup instead of looking up every frame gui = GetComponent<GUITexture>(); gui.AutoResize(); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5; defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5; transform.position = new Vector3( 0.0f, 0.0f, transform.position.z); if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = defaultRect; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } }
public void Awake() { _gui = GetComponent<GUITexture>(); _gui.AutoResize(); }
public void Awake() { _gui = GetComponent <GUITexture>(); _gui.AutoResize(); }
void Awake() { GUITexture gui = GetComponent <GUITexture>(); gui.AutoResize(); }