/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; aMechInputController controller = state.m_GameObject.GetComponent <aMechInputController>(); if (controller.TouchScreen()) { strOut = m_ChangeStateName; } return(strOut); }
/// <summary> /// Test conditionals are placed here. /// </summary> /// <param name="state"></param> /// <returns>true or false depending if transition conditions are met.</returns> public override string UpdateConditionalTest(baseState state) { string strOut = null; aMechInputController controller = state.m_GameObject.GetComponent <aMechInputController>(); Vector2 vect = controller.TouchPosScreenSpace(); float dist = Vector2.Distance(vect, controller.StartScreenPos); // utlDebugPrint.Inst.printbox("controller.StartScreenPos = " + controller.StartScreenPos.ToString()); // utlDebugPrint.Inst.printbox("vect = " + vect.ToString()); // utlDebugPrint.Inst.print(dist.ToString()); if (dist > controller.DragThresh && controller.TouchScreen()) { strOut = m_ChangeStateName; } return(strOut); }
new void Awake() { base.Awake(); CreateStates(); m_Instance = GetComponent <aMechInputController>(); }