示例#1
0
        /// <summary>
        /// This method is called when you release on the map.
        /// </summary>
        private void OnMapRelease()
        {
            // Is marked, that ended the interaction with the map.
            isInteract = false;

            // Calculates the average speed.
            rsX = speedX.Count > 0 ? speedX.Average() : 0;
            rsY = speedY.Count > 0 ? speedY.Average() : 0;

            if (waitZeroTouches && control.GetTouchCount() == 0)
            {
                waitZeroTouches = false;
                rsX             = rsY = 0;
            }

            speedX.Clear();
            speedY.Clear();
        }
示例#2
0
        private void FixedUpdate()
        {
            if (isInteract && control.GetTouchCount() == 0)
            {
                isInteract = false;
            }

            // If there is interaction with the map.
            if (isInteract)
            {
                // Calculates speeds.
                double tx, ty;
                map.GetTilePosition(out tx, out ty, 20);

                double cSpeedX = tx - ptx;
                double cSpeedY = ty - pty;
                float  cSpeedZ = map.floatZoom - pz;

                int halfMax = 1 << 19;
                int max     = 1 << 20;
                if (cSpeedX > halfMax)
                {
                    cSpeedX -= max;
                }
                else if (cSpeedX < -halfMax)
                {
                    cSpeedX += max;
                }

                while (speedX.Count >= maxSamples)
                {
                    speedX.RemoveAt(0);
                }
                while (speedY.Count >= maxSamples)
                {
                    speedY.RemoveAt(0);
                }
                while (speedZ.Count >= maxSamples)
                {
                    speedZ.RemoveAt(0);
                }

                speedX.Add(cSpeedX);
                speedY.Add(cSpeedY);
                speedZ.Add(cSpeedZ);

                ptx = tx;
                pty = ty;
                pz  = map.floatZoom;
            }
            // If no interaction with the map.
            else if (rsX * rsX + rsY * rsY > 0.001 || rsZ > 0.001)
            {
                // Continue to move the map with the current speed.
                double tx, ty;
                map.GetTilePosition(out tx, out ty, 20);

                tx += rsX;
                ty += rsY;

                int max = 1 << 20;
                if (tx >= max)
                {
                    tx -= max;
                }
                else if (tx < 0)
                {
                    tx += max;
                }

                map.SetTilePosition(tx, ty, 20);
                //control.ZoomOnPoint(rsZ, lastScreenPoint);
                map.floatZoom += rsZ;

                // Reduces the current speed.
                rsX *= friction;
                rsY *= friction;
                rsZ *= friction;
            }
        }