// Update is called once per frame void Update() { #if UNITY_ANDROID if (Input.GetMouseButton(0) && m_TouchDown) #else if (Input.GetMouseButton(0)) #endif { if (m_UseX) { m_HorizontalVirtualAxis.Update(Input.GetAxis("Mouse X")); } if (m_UseY) { m_VerticalVirtualAxis.Update(Input.GetAxis("Mouse Y")); } } if (Input.GetMouseButtonDown(0)) { #if UNITY_ANDROID m_TouchDown = true; #endif m_MouseButton.Pressed(); } if (Input.GetMouseButtonUp(0)) { #if UNITY_ANDROID m_TouchDown = false; #endif m_MouseButton.Released(); } }
void UpdateVirtualAxes(Vector3 value) { value = value.normalized; if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } }
void UpdateVirtualAxes(Vector2 delta) { delta /= movementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= movementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
private void Update() { float angle = 0; if (UnityEngine.Input.acceleration != Vector3.zero) { switch (tiltAroundAxis) { case AxisOptions.ForwardAxis: angle = Mathf.Atan2(UnityEngine.Input.acceleration.x, -UnityEngine.Input.acceleration.y) * Mathf.Rad2Deg + centreAngleOffset; break; case AxisOptions.SidewaysAxis: angle = Mathf.Atan2(UnityEngine.Input.acceleration.z, -UnityEngine.Input.acceleration.y) * Mathf.Rad2Deg + centreAngleOffset; break; } } float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle) * 2 - 1; switch (mapping.type) { case AxisMapping.MappingType.NamedAxis: m_SteerAxis.Update(axisValue); break; case AxisMapping.MappingType.MousePositionX: InputManager.SetVirtualMousePositionX(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionY: InputManager.SetVirtualMousePositionY(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionZ: InputManager.SetVirtualMousePositionZ(axisValue * Screen.width); break; } }