public void OnPlayerFingerDown(int finger, Vector2 pos) { PlayOneShotAudio(currentPlaySndIdx); if (++currentPlaySndIdx > 2) { currentPlaySndIdx = 0; } currentMousePoints.Add(pos); currentMovements.CalculateMovementBounds(pos); currentMovements.CalculateCurrentQuadrant(this, pos, currentMousePoints); transform.position = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, zOffset)); GameObject.Instantiate(RippleObjectPrefab, transform.position, Quaternion.identity); mouseIsMovingWhileDown = true; currentMovements.NumTouchDowns += 1; currentMovements.TimeSinceLastTouchDown = 0.0f; //game-mode: tapping in same spot calling out plankton if (currentFingerState != (FingerState)finger) { Vector2 v2D = transform.position; currentFingerState = (FingerState)finger; if (currentFingerState == FingerState.Single) { //current semi-hack to place pinched-prefab object. must also be handled in the OnPinchEnd() if (PinchCreateObjectPrefab != null) { //Network.Instantiate(PinchCreateObjectPrefab, v2D, Quaternion.identity, 0); } Vector2 diff = lastMouseDownPos - pos; if (diff.magnitude < 30.0f) { if (++numberOfTapsInSameSpot > 1) { //if(UnityEngine.Random.Range (0, 100) > 25.0f) fluidField.IncreaseSpiritParticles(1, isPlayer1 ? 0 : 1); numberOfTapsInSameSpot = 0; } } //else { // numberOfTapsInSameSpot = 0; } //DebugStreamer.message = "numberOfTapsInSameSpot: " + numberOfTapsInSameSpot.ToString(); } } lastMouseDownPos = pos; }