示例#1
0
    public void OnMouseDrag()
    {
        if (state.CurrentState == State.DISABLED || state.CurrentState == State.READY)
        {
            return;
        }
        if (Input.touchCount > 1)
        {
            return;
        }
        if (SceneExtension.IsAnyTouchOverUI())
        {
            return; // Ignore if touch is over any UI element
        }
        //Debug.Log("DRAG " + gameObject.name + " inputPos: " + Input.mousePosition + "st: " + state.CurrentState.ToString());
        if (state.CurrentState == State.WAITING_TO_DRAG || state.CurrentState == State.DRAGGING)
        {
            Vector3 vpStart = Camera.main.ScreenToViewportPoint(inputStartPosition);
            Vector3 vpNow   = Camera.main.ScreenToViewportPoint(Input.mousePosition);
            if ((vpNow - vpStart).magnitude > MOVE_DIST)
            {
                movingStartLocalPos = transform.localPosition;
                movingVelocity      = Vector3.zero;

                if (VERTICAL_MOVEMENT_ENABLED && Mathf.Abs(vpNow.x - vpStart.x) < VERTICAL_MOVEMENT_WIDTH_TOLERANCE)
                {
                    state.SetState(State.MOVING_VERTICAL);
                }
                else
                {
                    state.SetState(State.MOVING_IN_PLANE);
                }
            }
        }

        if (state.CurrentState == State.MOVING_IN_PLANE)
        {
            // Raycast and set new position
            UpdateMoveInPlane();
        }
        else if (state.CurrentState == State.MOVING_VERTICAL)
        {
            // Raycast and set new position
            UpdateMoveInVertical();
        }
    }
示例#2
0
    public void OnMouseUp()
    {
        if (state.CurrentState == State.DISABLED || state.CurrentState == State.READY)
        {
            return;
        }
        if (state.CurrentState >= State.TWO_FINGERS)
        {
            return;
        }
        if (SceneExtension.IsAnyTouchOverUI())
        {
            return; // Ignore if touch is over any UI element
        }
        Debug.Log("furniture UP " + gameObject.name + " st:" + state.ToString());
        if (state.CurrentState == State.WAITING_TO_DRAG)
        {
            // TAPPED
            if (wasSelectedBefore)
            {
                // unselect
                if (worldObjects != null)
                {
                    worldObjects.SelectedObject = null;
                }
            }
            else
            {
                // keep it selected
            }
        }
        else if (state.CurrentState == State.MOVING_IN_PLANE)
        {
            // was moving in plane
        }
        else if (state.CurrentState == State.MOVING_VERTICAL)
        {
            // was moving in vertical
        }

        // Stop tapping/moving
        state.SetState(State.READY);
    }
示例#3
0
 public void OnMouseDown()
 {
     //Debug.Log("DOWN PRE First finger " + gameObject.name);
     if (state.CurrentState == State.DISABLED)
     {
         return;
     }
     if (Input.touchCount > 1)
     {
         return;
     }
     if (SceneExtension.IsAnyTouchOverUI())
     {
         return; // Ignore if touch is over any UI element
     }
     Debug.Log("DOWN First finger " + gameObject.name);
     if (state.CurrentState == State.READY)
     {
         // FIRST FINGER
         if (worldObjects != null)
         {
             wasSelectedBefore = (worldObjects.SelectedObject == gameObject);
             // Select it
             worldObjects.SelectedObject = gameObject;
         }
         else
         {
             wasSelectedBefore = true;
         }
         state.SetState(State.WAITING_TO_DRAG);
         inputStartTime     = Time.time;
         inputStartPosition = Input.mousePosition;
         firstFingerId      = -1;
         Debug.Log("furniture DOWN touches:" + Input.touchCount);
         if (Input.touchCount > 0)
         {
             Touch touch = Input.touches[0];
             Debug.Log("furniture DOWN touch id:" + touch.fingerId);
             firstFingerId = touch.fingerId;
         }
     }
 }
示例#4
0
    private void Update()
    {
        if (state.CurrentState == State.DISABLED)
        {
            return;
        }
        if (state.CurrentState == State.MOVING_TO_TARGET)
        {
            UpdateToTarget();
            return;
        }
        if (SceneExtension.IsAnyTouchOverUI())
        {
            return; // Ignore if touch is over any UI element
        }
        if (state.CurrentState == State.READY && (worldObjects == null || worldObjects.SelectedObject == gameObject))
        {
            if (Input.touchCount == 2)
            {
                // Allow to scale/rotate with fingers anywhere (not over item), if its selected

                inputStartTime = Time.time;
                Touch touch = Input.touches[0];
                Debug.Log("furniture 1 touch id:" + touch.fingerId);
                firstFingerId      = touch.fingerId;
                inputStartPosition = touch.position;

                touch = Input.touches[1];
                Debug.Log("furniture 2 touch id:" + touch.fingerId);
                secondFingerId           = touch.fingerId;
                secondInputStartPosition = touch.position;

                state.SetState(State.TWO_FINGERS);
            }
        }

        if (state.CurrentState == State.WAITING_TO_DRAG)
        {
            if (Time.time - inputStartTime > TAP_TIME)
            {
                state.SetState(State.DRAGGING);
            }
        }

        if (state.CurrentState == State.WAITING_TO_DRAG ||
            state.CurrentState == State.DRAGGING ||
            state.CurrentState == State.MOVING_IN_PLANE ||
            state.CurrentState == State.MOVING_VERTICAL)
        {
            // 1 finger down - Check for second finger
            if (Input.touchCount > 1)
            {
                // Start to track SECOND FINGER
                Touch touch = Input.touches[1];
                Debug.Log("furniture DOWN SECOND touch id:" + touch.fingerId + " touches:" + Input.touchCount);
                secondFingerId           = touch.fingerId;
                secondInputStartPosition = touch.position;

                state.SetState(State.TWO_FINGERS);
            }
        }

        if (state.CurrentState >= State.TWO_FINGERS)
        {
            if (Input.touchCount != 2)
            {
                Debug.Log("TWO_FINGERS Stopped, touches now: " + Input.touchCount);
                state.SetState(State.READY);
                return;
            }

            if (state.CurrentState == State.TWO_FINGERS)
            {
                // Check to start Scale / Rotate
                Vector2 firstPos  = Input.touches[0].position;
                Vector2 secondPos = Input.touches[1].position;
                // check angle to start Rotating
                float origAngle = Vector2.SignedAngle(Vector2.up, secondInputStartPosition - inputStartPosition);
                float nowAngle  = Vector2.SignedAngle(Vector2.up, secondPos - firstPos);
                // check distance to start scaling
                float origDistance = (secondInputStartPosition - inputStartPosition).magnitude;
                float nowDistance  = (secondPos - firstPos).magnitude;
                if (ROTATION_ENABLED && Mathf.Abs(nowAngle - origAngle) > ROTATE_ANGLE)
                {
                    state.SetState(State.ROTATING);
                    rotatingStartRotation = transform.localRotation;
                }
                else if (SCALING_ENABLED &&
                         (nowDistance < origDistance * (1f - SCALING_DISTANCE_MULT_TRESHOLD) ||
                          nowDistance > origDistance * (1f + SCALING_DISTANCE_MULT_TRESHOLD)))
                {
                    state.SetState(State.SCALING);
                    scalingStartScale = transform.localScale;
                    scalingVelocity   = Vector3.zero;
                }
            }

            if (state.CurrentState == State.SCALING)
            {
                UpdateScaling();
            }
            else if (state.CurrentState == State.ROTATING)
            {
                UpdateRotating();
            }
        }
    }