void Start() { playerAnimation = playerObj.GetComponent <AnimationStarter>(); moving = false; startPos = movmentStick.GetScreenRect().center; character = playerObj.GetComponent <CharacterController>(); }
// Use this for initialization void Start() { m_Parent = transform.parent.GetComponent <GUITexture> (); m_Texture = GetComponent <GUITexture> (); m_Width = m_Texture.GetScreenRect().width; m_Height = m_Texture.GetScreenRect().height; SetPosition(); }
public void SetPosition(int column) { m_Width = m_Texture.GetScreenRect().width; m_Height = m_Texture.GetScreenRect().height; m_HeightOffset = -m_Height; m_WidthOffset = -m_Parent.GetComponent <GUITexture>().GetScreenRect().width / 2; m_WidthOffset -= m_Number.GetScreenRect().width / 2; m_WidthOffset += 100 + 100 * column; m_Texture.pixelInset = new Rect(m_WidthOffset, m_HeightOffset, m_Width, m_Height); }
protected void OnEnable() { CreateVirtualAxes(); // Cache this component at startup instead of looking up every frame gui = GetComponent<GUITexture>(); if (gui != null) { // Store the default rect for the gui, so we can snap back to it defaultRect = gui.GetScreenRect(); gui.pixelInset = defaultRect; transform.localScale = Vector3.zero; } transform.position = new Vector3(0.0f, 0.0f, transform.position.z); moveStick = true; TypeSpecificOnEnable(); if (enumeratedJoysticks) return; // Collect all joysticks in the game, so we can relay finger latching messages joysticks = FindObjectsOfType<JoystickAbstract>(); enumeratedJoysticks = true; }
// Update is called once per frame void Update() { if ((image.GetScreenRect().Contains(Input.mousePosition) && Input.GetMouseButtonDown(0)) || Input.GetKey(KeyCode.P)) { if (scenename == "Exit") { PlayerPrefs.DeleteAll(); Application.Quit(); } GameSaver saver = GetComponent <GameSaver>(); if (saver != null && scenename != "Test Scene") { if (saver.player != null) { saver.SaveScene(); } } if (scenename == "menu_main") { PlayerPrefs.DeleteAll(); } Application.LoadLevel(scenename); } }
//显示最高分数和当前分数 public void UpdateScore(float _currentScore) { //print (_currentScore); float _highScore = PlayerPrefs.GetFloat("score", 0); if (_currentScore > _highScore) { _highScore = _currentScore; } //把最高分数存储本地 PlayerPrefs.SetFloat("score", _highScore); this.currentScore.text = _currentScore + ""; this.highScore.text = _highScore + ""; if (Input.GetMouseButtonDown(0) && GameManager.instance.GameState == GameManager.GAMESTATE_END) { //屏幕左上角为原点,一个是宽度,一个是高度,形成长方形 Rect rect = start.GetScreenRect(); Vector3 mousePos = Input.mousePosition; if (mousePos.x > rect.x && mousePos.x < (rect.x + rect.width) && mousePos.y > rect.y && mousePos.y < (rect.y + rect.height)) { //这两个都可以重新。但是最好是用manager SceneManager.LoadScene("StartScene"); //Application.LoadLevel(0); } } }
// Update is called once per frame protected override void Update() { base.Update(); if (IsCaptured()) { //Enable stats ColliderBlock.GetComponent <Collider>().isTrigger = false; ColliderBlock.GetComponent <Rigidbody>().isKinematic = true; //ColliderBlock.light.enabled = true; //Get the position Rect boardrect = Board.GetScreenRect(MainCamera); Vector3 screenpoint = new Vector3(boardrect.x + (boardrect.width / 2.0f), boardrect.y + (boardrect.height / 2.0f)); screenpoint.z = 14.0f; //Get teh position Vector3 position = MainCamera.ScreenToWorldPoint(screenpoint); //Set the forward fo the finger. ColliderBlock.transform.forward = MainCamera.transform.forward; ColliderBlock.transform.position = position; //ColliderBlock.light.transform.position = position; } else { //Turn off the stuff //ColliderBlock.collider.isTrigger = true; //ColliderBlock.rigidbody.isKinematic = true; //ColliderBlock.light.enabled = false; } }
void Update() { if (disabled) { if (disabledTexture != null) { myGUITexture.texture = disabledTexture; } return; } if (!Selected) { if (myGUITexture.GetScreenRect().Contains(Input.mousePosition)) { // Was left mouse button pressed while howevering over us if (Input.GetMouseButtonDown(0)) { // grow the image myGUITexture.texture = pressedTexture; // send the onbutton message scene.OnButtonSelect(name); Selected = true; // don't allow button to be repressed. if (waitTime > 0.0f) { Invoke("Unselect", waitTime); } } } } }
protected void OnEnable() { CreateVirtualAxes(); // Cache this component at startup instead of looking up every frame gui = GetComponent <GUITexture>(); if (gui != null) { // Store the default rect for the gui, so we can snap back to it defaultRect = gui.GetScreenRect(); gui.pixelInset = defaultRect; transform.localScale = Vector3.zero; } transform.position = new Vector3(0.0f, 0.0f, transform.position.z); moveStick = true; TypeSpecificOnEnable(); if (enumeratedJoysticks) { return; } // Collect all joysticks in the game, so we can relay finger latching messages joysticks = FindObjectsOfType <JoystickAbstract>(); enumeratedJoysticks = true; }
public void UpdateScore(float nowScore) { float highScore = PlayerPrefs.GetFloat("score", 0); if (nowScore > highScore) { highScore = nowScore; } PlayerPrefs.SetFloat("score", highScore); this.nowScore.text = nowScore + ""; this.highScore.text = highScore + ""; if (Input.GetMouseButtonDown(0) && GameManager._intance.GameState == GameManager.GAMESTATE_END) { Rect rect = startTexture.GetScreenRect(); Vector3 mousePos = Input.mousePosition; if (mousePos.x > rect.x && mousePos.x < rect.x + rect.width && mousePos.y > rect.y && mousePos.y < rect.y + rect.height ) { Application.LoadLevel(0); } } }
void Update() { // set up the proper button aspect float aspect = Camera.main.aspect; Vector3 startingScale = myTransform.localScale; startingScale.y = startingScale.x * aspect; myTransform.localScale = startingScale; if (!Selected) { if (myGUITexture.GetScreenRect().Contains(Input.mousePosition)) { // Was left mouse button pressed while howevering over us if (Input.GetMouseButtonDown(0)) { // grow the image myTransform.localScale += hoverVector; // send the onbutton message scene.OnButtonSelect(name); Selected = true; // don't allow button to be repressed. if (waitTime > 0.0f) { Invoke("Unselect", waitTime); } } } } }
// Use this for initialization void Start() { maxDrillBarWidth = drillProgressbar.GetScreenRect().width; //TODO constructor runs everytime on openscene mainCamera.transform.LookAt(transform); startRound(); wheel = GameObject.Find("wheel"); }
private void SetPosition() { if (m_Left) { m_PixelInsetX = -m_Parent.GetScreenRect().width / 2 - m_Width; } else { m_PixelInsetX = m_Parent.GetScreenRect().width / 2; } m_PixelInsetY = -m_Height / 2; GetComponent <GUITexture> ().guiTexture.pixelInset = new Rect(m_PixelInsetX, m_PixelInsetY, m_Width, m_Height); Vector3 tempVec = new Vector3(); tempVec.z = 10; m_Texture.transform.position = tempVec; }
private void SetPosition() { float TempHeightOffset = 0; float TempWidthOffset = -m_Parent.GetScreenRect().width / 2; TempWidthOffset += 100 + (m_MyNumber * 100); Vector2 TempVec = new Vector2(TempWidthOffset, TempHeightOffset); m_Text.pixelOffset = TempVec; }
// Update is called once per frame void Update() { Movement(); if (Input.GetMouseButtonDown(0)) { if (level1 != null && text_level1.GetScreenRect().Contains(Input.mousePosition)) { Debug.Log("Application.loadlevel(insertlevel)"); } } }
// Update is called once per frame void Update() { changePictures(); changeButtonSet(); if (Input.GetMouseButtonDown(0)) { if (gTexture.GetScreenRect().Contains(Input.mousePosition)) { playerMovement.directionChange(gameObject.name); } } }
void Update() { if (myGUITexture.GetScreenRect().Contains(Input.mousePosition)) { // Was left mouse button pressed while howevering over us if (Input.GetMouseButtonDown(0)) { mainBoardImage.texture = myGUITexture.texture; // send the onbutton message scene.SetLevelToLoad(name); } } }
protected override bool Colliding(VCTouchWrapper tw) { // hit test against a collider if we have one if (_collider != null) { return(AABBContains(tw.position)); } // otherwise, fall back to a rect hit test on the guiTexture Rect r = _colliderGuiTexture.GetScreenRect(); VCUtils.ScaleRect(ref r, hitRectScale); return(r.Contains(tw.position)); }
// Update is called once per frame void OnGUI() { GUITexture thisGuiTexture = this.gameObject.guiTexture; Rect screenRect = thisGuiTexture.GetScreenRect(); //thisGuiTexture.s // position for overlay // get the right overlay (currentScalingIndex) depending on the current height of the lander and // Verhältnis der aktuellen Höhe zur gewählten aktuellen maximal sichtbaren Höhe float currentScaling = scalings [currentScalingIndex]; float currentMaxVisibleHeight = maxVisibleHeight * currentScaling; float relativeArrowYPosition = (distanceToGround / currentMaxVisibleHeight) * screenRect.height; //relativeArrowYPosition += screenRect.height/2; //relativeArrowYPosition += 3; // position for arrow float healthBarBottomY = Screen.height - (this.transform.position.y * Screen.height) - thisGuiTexture.pixelInset.y; // is like scaling for the gui texture float arrowHeight = 20; float yposArrow = healthBarBottomY - relativeArrowYPosition - (arrowHeight / 2); //Debug.Log("currScalingIndex: " + currentScalingIndex.ToString() + "calc YPOS: " + relativeArrowYPosition.ToString() + " ScreenRect: " + screenRect.ToString()); float xArrow = (this.transform.position.x * Screen.width) + thisGuiTexture.pixelInset.x; //Debug.Log("calc yArrow: " + relativeArrowYPosition.ToString() + " calc ypos2: " + yposArrow.ToString() + " Screen height: " + Screen.height.ToString()); float arrowWidth = 60; xArrow = xArrow + (screenRect.width / 2); //Debug.Log("calc xArrow: " + xArrow.ToString() + " ScreenWidth: " + Screen.width.ToString()); //GUI.DrawTexture(new Rect(xArrow, ypos, arrowWidth, 30), arrowTexture); //Debug.Log("ScreenRect: " + screenRect.ToString()); float yposOverlay = healthBarBottomY - screenRect.height + 5; //GUI.BeginGroup(screenRect); GUI.DrawTexture(new Rect(xArrow, yposOverlay, 25, (screenRect.height * 0.78855f)), scalingOverlays [currentScalingIndex]); GUI.DrawTexture(new Rect(xArrow - (arrowWidth / 2), yposArrow, arrowWidth, arrowHeight), arrowTexture); //GUI.EndGroup(); // texture to use }
void Update() { timeSinceLastJump += Time.deltaTime; for (int i = 0; i < Input.touchCount; i++) { if (guiTexture.GetScreenRect().Contains(Input.touches[i].position)) { Jump(); } } if (Input.GetKeyDown(KeyCode.K)) { Jump(); } if (currentPower > 0) { DoJump(); } }
// Use this for initialization void Start() { texture = GetComponent <GUITexture>(); Rect size = texture.GetScreenRect(); switch (scaleType) { case ScaleType.xFirst: size.width = (Screen.width * screenProportion) - size.width; size.height = (Screen.width * screenProportion * yToxRatio) - size.height; break; case ScaleType.yFirst: break; } size.x = -size.width / 2; size.y = -size.height / 2; texture.pixelInset = size; }
protected override bool Colliding(VCTouchWrapper tw) { if (!tw.Active) { return(false); } // first try and hitTest against a collider if we have one if (_collider != null) { return(AABBContains(tw.position)); } // otherwise, fall back to a rect hit test on the guiTexture (this is what most people will want) Rect r = _movingPartGuiTexture.GetScreenRect(); VCUtils.ScaleRect(ref r, hitRectScale); return(r.Contains(tw.position)); }
// Use this for initialization void Start() { maxAmmo = 10; ammo = maxAmmo; maxBarWidth = progressbar.GetScreenRect().width; bulletpool = new ArrayList(); for (int i = 0; i < 10; i++) { bulletpool.Add(Instantiate(bullet, this.transform.position, this.transform.rotation)); } axelshaft = GameObject.Find("gunaxelshaft"); antenna = GameObject.Find("antenna"); //power up fx iTween.RotateBy(axelshaft, new Vector3(0f, 0.03f, 0f), 6f); iTween.ColorTo(antenna, new Color(1, 1, 1, 1), 6); }
protected void Update() { // Handle mouse input if (!MiddleVR.VRClusterMgr.IsClient()) { if (!m_IgnorePhysicalMouseInput) { Vector2 mouseHit = new Vector2(0, 0); bool hasMouseHit = false; GUITexture guiTexture = gameObject.GetComponent <GUITexture>(); if (m_MouseInteractionsIn2D && guiTexture != null) { // GUITexture mouse input Rect r = guiTexture.GetScreenRect(); if (Input.mousePosition.x >= r.x && Input.mousePosition.x < (r.x + r.width) && Input.mousePosition.y >= r.y && Input.mousePosition.y < (r.y + r.height)) { float x = (Input.mousePosition.x - r.x) / r.width; float y = (Input.mousePosition.y - r.y) / r.height; mouseHit = new Vector2(x, y); hasMouseHit = true; } } else if (m_MouseInteractionsIn3D && gameObject.GetComponent <Renderer>() != null) { // 3D object mouse input mouseHit = GetClosestMouseHit(); if (mouseHit.x != -1 && mouseHit.y != -1) { hasMouseHit = true; } } if (hasMouseHit) { bool isMouseButtonPressed = Input.GetMouseButton(0); if (!m_IsVirtualMouseButtonPressed && isMouseButtonPressed) { SetVirtualMousePosition(mouseHit); SetVirtualMouseButtonPressed(); } else if (m_IsVirtualMouseButtonPressed && !isMouseButtonPressed) { SetVirtualMouseButtonReleased(); SetVirtualMousePosition(mouseHit); } else { SetVirtualMousePosition(mouseHit); } } } m_IgnorePhysicalMouseInput = false; } // Handle texture update if (m_Image.HasChanged()) { using (vrImageFormat format = m_Image.GetImageFormat()) { if ((uint)m_Texture.width != format.GetWidth() || (uint)m_Texture.height != format.GetHeight()) { #if VRWEBVIEW_UNITY_FREE m_PixelsHandle.Free(); #endif m_Texture.Resize((int)format.GetWidth(), (int)format.GetHeight()); m_Texture.Apply(false, false); #if VRWEBVIEW_UNITY_FREE m_PixelsHandle.Free(); m_Pixels = m_Texture.GetPixels32(0); m_PixelsHandle = GCHandle.Alloc(m_Pixels, GCHandleType.Pinned); #else MiddleVR_CancelCopyBufferToTexture(m_NativeTexturePtr); m_NativeTexturePtr = m_Texture.GetNativeTexturePtr(); #endif } if (format.GetWidth() > 0 && format.GetHeight() > 0) { #if VRWEBVIEW_UNITY_FREE m_Image.GetReadBufferData(m_PixelsHandle.AddrOfPinnedObject()); m_Texture.SetPixels32(m_Pixels, 0); m_Texture.Apply(false, false); #else MiddleVR_AsyncCopyBufferToTexture(m_Image.GetReadBuffer(), m_NativeTexturePtr, format.GetWidth(), format.GetHeight()); GL.IssuePluginEvent(MVR_RENDEREVENT_COPYBUFFERSTOTEXTURES); #endif } } } }
// Update is called once per frame void Update() { if (IsCompleted()) { image.enabled = false; } if (image.GetScreenRect().Contains(Input.mousePosition) && Input.GetMouseButtonDown(0)) { string uppKlarade = string.Empty; if (QuestTargetName == "Diskontenten") { uppKlarade = QuestProgress.dissenComp.ToString() + "/" + QuestProgress.dissenMax.ToString(); } if (QuestTargetName == "Frans Suell") { uppKlarade = uppKlarade = QuestProgress.fransComp.ToString() + "/" + QuestProgress.fransMax.ToString(); } if (QuestTargetName == "Gripen") { uppKlarade = QuestProgress.gripenComp.ToString() + "/" + QuestProgress.gripenMax.ToString(); } if (QuestTargetName == "Lejonet") { uppKlarade = QuestProgress.lejonetComp.ToString() + "/" + QuestProgress.lejonetMax.ToString(); } if (QuestTargetName == "Lilla Torg") { uppKlarade = QuestProgress.lillaTorgComp.ToString() + "/" + QuestProgress.lillaTorgMax.ToString(); } if (QuestTargetName == "Malmö Hus") { uppKlarade = QuestProgress.slottetComp.ToString() + "/" + QuestProgress.slottetMax.ToString(); } if (QuestTargetName == "Oskar") { uppKlarade = QuestProgress.oskarComp.ToString() + "/" + QuestProgress.oskarMax.ToString(); } if (QuestTargetName == "Residenten") { uppKlarade = QuestProgress.residentenComp.ToString() + "/" + QuestProgress.residentenMax.ToString(); } if (QuestTargetName == "St. Gertrud") { uppKlarade = QuestProgress.gertrudComp.ToString() + "/" + QuestProgress.gertrudMax.ToString(); } if (QuestTargetName == "St. Knut") { uppKlarade = QuestProgress.knutComp.ToString() + "/" + QuestProgress.knutMax.ToString(); } if (QuestTargetName == "St. Petri Kyrka") { uppKlarade = QuestProgress.kyrkanComp.ToString() + "/" + QuestProgress.kyrkanMax.ToString(); } if (QuestTargetName == "Svanen") { uppKlarade = QuestProgress.svanenComp.ToString() + "/" + QuestProgress.svanenMax.ToString(); } if (QuestTargetName == "Claus Mårtensson") { uppKlarade = QuestProgress.clausComp.ToString() + "/" + QuestProgress.clausMax.ToString(); } DeselectAll(); isselected = true; image.texture = selected; beskrivningsbox.GetComponent <MapText>().SetText(QuestTargetName + " " + uppKlarade); } }
public void makeMeny() { if (numberofmeny == 0) { Background = new GameObject("BackGround"); bgTexture = (GUITexture)Background.AddComponent(typeof(GUITexture)); bgTexture.texture = backgroundTexture; bgTexture.transform.position = new Vector3(0.5f, 0.5f, 0); bgTexture.transform.localScale = new Vector3(0.75f, 0.75f, 0); Button1 = new GameObject("Button1"); button1Texture = (GUITexture)Button1.AddComponent(typeof(GUITexture)); button1Texture.texture = backgroundTexture; button1Texture.transform.position = new Vector3(0.8f, 0.25f, 1); button1Texture.transform.localScale = new Vector3(0.1f, 0.1f, 0); rect = new Rect(Button1.transform.position.x, Button1.transform.position.y, 100, 100); button1Texture.color = Color.black; AnimalPic = new GameObject("AnimalPic"); gui_animal_texture = (GUITexture)AnimalPic.AddComponent(typeof(GUITexture)); gui_animal_texture.transform.position = new Vector3(0.3f, 0.6f, 1); gui_animal_texture.transform.localScale = new Vector3(0.25f, 0.4f, 0); gui_animal_texture.texture = backgroundTexture; gui_animal_texture.color = Color.red; BuyButton = new GameObject("BuyButton"); buyButtonTexture = (GUITexture)BuyButton.AddComponent(typeof(GUITexture)); buyButtonTexture.transform.position = new Vector3(0.8f, 0.4f, 1); buyButtonTexture.transform.localScale = new Vector3(0.1f, 0.1f, 0); buyButtonTexture.texture = backgroundTexture; buyButtonTexture.color = Color.black; info = new GameObject("info"); infotext = (GUIText)info.AddComponent(typeof(GUIText)); infotext.transform.position = new Vector3(0.2f, 0.35f, 1); infotext.transform.localScale = new Vector3(0.1f, 0.1f, 0); infotext.color = Color.black; infotext.text = string_infotext; stats = new GameObject("stats"); statstext = (GUIText)stats.AddComponent(typeof(GUIText)); statstext.transform.position = new Vector3(0.7f, 0.8f, 1); statstext.transform.localScale = new Vector3(0.1f, 0.1f, 0); statstext.color = Color.black; statstext.text = string_statstext; numberofmeny++; } if (numberofmeny <= 1) { if (Input.GetMouseButtonDown(0)) { if (button1Texture.GetScreenRect().Contains(Input.mousePosition)) { Destroy(Background); Destroy(Button1); Destroy(AnimalPic); Destroy(BuyButton); Destroy(info); Destroy(stats); showMenybool = false; numberofmeny--; Debug.Log("Exit"); } if (buyButtonTexture.GetScreenRect().Contains(Input.mousePosition)) { Debug.Log("Köpknapp"); } } } }
private void OnEnable() { // set axes to use useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (useX) { horizontalVirtualAxis = new CrossPlatformInput.VirtualAxis(horizontalAxisName); } if (useY) { verticalVirtualAxis = new CrossPlatformInput.VirtualAxis(verticalAxisName); } // Cache this component at startup instead of looking up every frame gui = GetComponent <GUITexture>(); if (gui != null) { // Store the default rect for the gui, so we can snap back to it defaultRect = gui.GetScreenRect(); } transform.position = new Vector3(0.0f, 0.0f, transform.position.z); moveStick = true; if (inputMode == InputMode.TouchPadPositional || inputMode == InputMode.TouchPadRelativePositional || inputMode == InputMode.TouchPadSwipe) { touchPad = true; getTouchZoneRect = true; if (gui == null) { // no GUI on this object, so no stick to move moveStick = false; } else { if (touchZone == null) { // marked as a touchpad, but no touchzone gui assigned, so this object's // GUI is the touchzone, and no stick to move: touchZone = gui; moveStick = false; } else { // touchpad, plus we have GUI on this object and a separate touchzone, // so we do have a stick to move. moveStick = true; } } } else { touchPad = false; // 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; moveStick = true; } if (gui != null) { gui.pixelInset = defaultRect; transform.localScale = Vector3.zero; } }
private void OnEnable() { // set axes to use useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (useX) { horizontalVirtualAxis = new CrossPlatformInput.VirtualAxis(horizontalAxisName); } if (useY) { verticalVirtualAxis = new CrossPlatformInput.VirtualAxis(verticalAxisName); } // Cache this component at startup instead of looking up every frame gui = GetComponent<GUITexture>(); if (gui != null) { // Store the default rect for the gui, so we can snap back to it defaultRect = gui.GetScreenRect(); } transform.position = new Vector3(0.0f, 0.0f , transform.position.z); moveStick = true; if (inputMode == InputMode.TouchPadPositional || inputMode == InputMode.TouchPadRelativePositional || inputMode == InputMode.TouchPadSwipe) { touchPad = true; getTouchZoneRect = true; if (gui == null) { // no GUI on this object, so no stick to move moveStick = false; } else { if (touchZone == null) { // marked as a touchpad, but no touchzone gui assigned, so this object's // GUI is the touchzone, and no stick to move: touchZone = gui; moveStick = false; } else { // touchpad, plus we have GUI on this object and a separate touchzone, // so we do have a stick to move. moveStick = true; } } } else { touchPad = false; // 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; moveStick = true; } if (gui != null) { gui.pixelInset = defaultRect; transform.localScale = Vector3.zero; } }
void Start() { rotating = false; startPos = rotationStick.GetScreenRect().center; }