void Update() { transform.position = vtv.V3Normalize(Camera.main.ScreenToWorldPoint(InputManager.MTPosition()), 1000f); if (SkillCaster.readable) { if (InputManager.MTRightButtonDown()) { //startPos = gamMan.ScreenWorldPosition(InputManager.MTPosition(), skillDetectLayer, 100f); /*Ray camRay = Camera.main.ScreenPointToRay (InputManager.MTPosition()); * RaycastHit floorHit; * if (Physics.Raycast(camRay, out floorHit, 100f, floorMask)) * { * startPos = vtv.V3Normalize(floorHit.point); * }*/ //startPos =vtv.V3Normalize(Camera.main.ScreenToWorldPoint(InputManager.MTPosition()), 1f); mDown = true; //DrawTrail(); // make sure transform.position is renewed! startPos = vtv.V3Normalize(Camera.main.ScreenToWorldPoint(InputManager.MTPosition()), 1f); } else if (InputManager.MTRightButtonUp()) { //endPos = gamMan.ScreenWorldPosition(InputManager.MTPosition(), skillDetectLayer, 100f); //endPos = vtv.V3Normalize(Camera.main.ScreenToWorldPoint(InputManager.MTPosition()), 1f); mDown = false; endPos = vtv.V3Normalize(Camera.main.ScreenToWorldPoint(InputManager.MTPosition()), 1f); } } else { mDown = false; } }
void CalCenter(List <Vector2> v) { Vector2 max, min; max = v[0]; min = v[0]; for (int i = 1; i < v.Count; i++) { max = Vector2.Max(max, v[i]); min = Vector2.Min(min, v[i]); } cen = v2v.V3Normalize(Camera.main.ScreenToWorldPoint((max + min) / 2), 1f); //Debug.Log(cen); }