void Tapped() { current_input_node = Instantiate(input_object_test, touch_world_position, transform.rotation) as GameObject; input_node_script = current_input_node.GetComponent <Input_Node_P>(); current_output_node = Instantiate(output_object_test, touch_world_position, transform.rotation) as GameObject; input_node_script.lr.SetPosition(1, current_output_node.transform.position); }
void Node() { current_input_node = current_output_node; current_output_node = null; input_node_script = current_input_node.GetComponent <Input_Node_P>(); total_nodes++; }
void Node() { current_input_node = Instantiate(input_node, mouse_world_position, transform.rotation) as GameObject; input_node_script = current_input_node.GetComponent <Input_Node_P>(); }
void Lifted() { current_input_node = null; input_node_script = null; current_output_node = null; }
void Update() { // Mouse Input // When the left click is pressed if (Input.GetButtonDown("Fire1")) { clicked = true; Node_Start(); } // When the Left Click is lifted if (Input.GetButtonUp("Fire1")) { clicked = false; current_output_node = Instantiate(input_node, pointer_world_position, transform.rotation) as GameObject; input_node_script.lr.SetPosition(1, current_output_node.transform.position); current_input_node = current_output_node; current_output_node = null; input_node_script = current_input_node.GetComponent <Input_Node_P>(); input_node_script.lr.SetPosition(1, current_output_node.transform.position); current_input_node = null; total_nodes++; } // Touch Input // When the screen is tapped if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { pointer_position.x = Input.GetTouch(0).position.x; pointer_position.y = Input.GetTouch(0).position.y; pointer_world_position = c.ScreenToWorldPoint(new Vector3(pointer_position.x, pointer_position.y, 10.0f)); clicked = true; Node_Start(); } // When the screen is detected a finger movement if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { pointer_position.x = Input.GetTouch(0).position.x; pointer_position.y = Input.GetTouch(0).position.y; pointer_world_position = c.ScreenToWorldPoint(new Vector3(pointer_position.x, pointer_position.y, 10.0f)); } // When the screen tap is lifted if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended) { pointer_position.x = Input.GetTouch(0).position.x; pointer_position.y = Input.GetTouch(0).position.y; pointer_world_position = c.ScreenToWorldPoint(new Vector3(pointer_position.x, pointer_position.y, 10.0f)); clicked = false; current_output_node = Instantiate(input_node, pointer_world_position, transform.rotation) as GameObject; input_node_script.lr.SetPosition(1, current_output_node.transform.position); current_input_node = current_output_node; current_output_node = null; input_node_script = current_input_node.GetComponent <Input_Node_P>(); input_node_script.lr.SetPosition(1, current_output_node.transform.position); current_input_node = null; total_nodes++; } if (current_input_node != null) { distance = Vector3.Distance(pointer_world_position, current_input_node.transform.position); } if (distance > 0.5f && clicked) { current_output_node = Instantiate(input_node, pointer_world_position, transform.rotation) as GameObject; input_node_script.lr.SetPosition(1, current_output_node.transform.position); Node(); } }
void Node_Start() { current_input_node = Instantiate(input_node, pointer_world_position, transform.rotation) as GameObject; input_node_script = current_input_node.GetComponent <Input_Node_P>(); total_nodes++; }