private void Start() { // we have set a prefab instance on this script - if we don't have a singleton of FingersScript yet, // create an instance of the prefab and set it as the singleton. This allows the fingers script // to live forever and eliminates the need to add the fingers script to every scene in your game. // you should only have this logic in the first scene of your game, and it must be in the Start method. FingersScript.CreateSingletonFromPrefabIfNeeded(FingersScriptPrefab); asteroids = Resources.LoadAll <Sprite>("Asteroids"); // don't reorder the creation of these :) CreatePlatformSpecificViewTripleTapGesture(); CreateDoubleTapGesture(); CreateTapGesture(); CreateSwipeGesture(); CreatePanGesture(); CreateScaleGesture(); CreateRotateGesture(); CreateLongPressGesture(); // pan, scale and rotate can all happen simultaneously panGesture.AllowSimultaneousExecution(scaleGesture); panGesture.AllowSimultaneousExecution(rotateGesture); scaleGesture.AllowSimultaneousExecution(rotateGesture); // prevent the one special no-pass button from passing through, // even though the parent scroll view allows pass through (see FingerScript.PassThroughObjects) FingersScript.Instance.CaptureGestureHandler = CaptureGestureHandler; // show touches, only do this for debugging as it can interfere with other canvases FingersScript.Instance.ShowTouches = true; }
private void Start() { // only put this in Start and only in the first scene of your game FingersScript.CreateSingletonFromPrefabIfNeeded(FingersScriptPrefab); // create a tap gesture that only executes on the left panel TapGestureRecognizer tap = new TapGestureRecognizer(); tap.Updated += Tap_Updated_Panel; tap.PlatformSpecificView = LeftPanel; FingersScript.Instance.AddGesture(tap); TapGestureRecognizer tap2 = new TapGestureRecognizer(); tap2.Updated += Tap_Updated_Cube; tap2.PlatformSpecificView = Cube; FingersScript.Instance.AddGesture(tap2); }