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C# MouseOrTouch类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中MouseOrTouch的典型用法代码示例。如果您正苦于以下问题:C# MouseOrTouch类的具体用法?C# MouseOrTouch怎么用?C# MouseOrTouch使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



MouseOrTouch类属于命名空间,在下文中一共展示了MouseOrTouch类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: GetTouch

	/// <summary>
	/// Get or create a touch event.
	/// </summary>

	static public MouseOrTouch GetTouch (int id)
	{
		MouseOrTouch touch = null;

		if (!mTouches.TryGetValue(id, out touch))
		{
			touch = new MouseOrTouch();
			touch.touchBegan = true;
			mTouches.Add(id, touch);
		}
		return touch;
	}
开发者ID:sundayliu,项目名称:HelloWorld-unity3d,代码行数:16,代码来源:UICamera.cs


示例2: Raycast

	/// <summary>
	/// Raycast into the screen underneath the touch and update its 'current' value.
	/// </summary>

	static public void Raycast (MouseOrTouch touch)
	{
		if (!Raycast(touch.pos)) mRayHitObject = fallThrough;
		if (mRayHitObject == null) mRayHitObject = mGenericHandler;
		touch.last = touch.current;
		touch.current = mRayHitObject;
		mLastPos = touch.pos;
	}
开发者ID:OvertimeStudios,项目名称:CreepyBuster,代码行数:12,代码来源:UICamera.cs


示例3: GetTouch

	/// <summary>
	/// Get or create a touch event. If you are trying to iterate through a list of active touches, use activeTouches instead.
	/// </summary>

	static public MouseOrTouch GetTouch (int id, bool createIfMissing = false)
	{
		if (id < 0) return GetMouse(-id - 1);

		for (int i = 0, imax = mTouchIDs.Count; i < imax; ++i)
			if (mTouchIDs[i] == id) return activeTouches[i];

		if (createIfMissing)
		{
			MouseOrTouch touch = new MouseOrTouch();
			touch.pressTime = RealTime.time;
			touch.touchBegan = true;
			activeTouches.Add(touch);
			mTouchIDs.Add(id);
			return touch;
		}
		return null;
	}
开发者ID:ChuHaiLing,项目名称:Drak_pro,代码行数:22,代码来源:UICamera.cs


示例4: ProcessTouch

    /// <summary>
    /// Process the events of the specified touch.
    /// </summary>
    void ProcessTouch(MouseOrTouch touch, bool pressed, bool unpressed)
    {
        // If we're using the mouse for input, we should send out a hover(false) message first
        if (touch.pressed == null && touch.hover != touch.current && touch.hover != null)
        {
            if (mTooltip != null) ShowTooltip(false);
            Highlight(touch.hover, false);
        }

        // Send the drag notification, intentionally before the pressed object gets changed
        if (touch.pressed != null && touch.delta.magnitude != 0f)
        {
            if (mTooltip != null) ShowTooltip(false);
            touch.totalDelta += touch.delta;
            touch.pressed.SendMessage("OnDrag", touch.delta, SendMessageOptions.DontRequireReceiver);

            float threshold = (touch == mMouse) ? 5f : 30f;
            if (touch.totalDelta.magnitude > threshold) touch.considerForClick = false;
        }

        // Send out the press message
        if (pressed)
        {
            if (mTooltip != null) ShowTooltip(false);
            touch.pressed = touch.current;
            touch.considerForClick = true;
            touch.totalDelta = Vector2.zero;
            if (touch.pressed != null) touch.pressed.SendMessage("OnPress", true, SendMessageOptions.DontRequireReceiver);

            // Clear the selection
            if (touch.pressed != mSel)
            {
                if (mTooltip != null) ShowTooltip(false);
                selectedObject = null;
            }
        }

        // Send out the unpress message
        if (unpressed)
        {
            if (mTooltip != null) ShowTooltip(false);

            if (touch.pressed != null)
            {
                touch.pressed.SendMessage("OnPress", false, SendMessageOptions.DontRequireReceiver);

                // Send a hover message to the object, but don't add it to the list of hovered items as it's already present
                if (touch.pressed == touch.hover) touch.pressed.SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver);

                // If the button/touch was released on the same object, consider it a click and select it
                if (touch.pressed == touch.current)
                {
                    if (touch.pressed != mSel)
                    {
                        mSel = touch.pressed;
                        touch.pressed.SendMessage("OnSelect", true, SendMessageOptions.DontRequireReceiver);
                    }
                    else
                    {
                        mSel = touch.pressed;
                    }
                    if (touch.considerForClick) touch.pressed.SendMessage("OnClick", SendMessageOptions.DontRequireReceiver);
                }
                else // The button/touch was released on a different object
                {
                    // Send a drop notification (for drag & drop)
                    if (touch.current != null) touch.current.SendMessage("OnDrop", touch.pressed, SendMessageOptions.DontRequireReceiver);

                    // If we're using mouse-based input, send a hover notification
                    Highlight(touch.pressed, false);
                }
            }
            touch.pressed = null;
        }

        // Send out a hover(true) message last
        if (useMouse && touch.pressed == null && touch.hover != touch.current)
        {
            mTooltipTime = Time.realtimeSinceStartup + tooltipDelay;
            touch.hover = touch.current;
            Highlight(touch.hover, true);
        }
    }
开发者ID:eonaranas,项目名称:piggiesgame,代码行数:86,代码来源:UICamera.cs


示例5: GetTouch

    /// <summary>
    /// Get or create a touch event.
    /// </summary>
    MouseOrTouch GetTouch(int id)
    {
        if (!allowMultiTouch) id = 1;

        MouseOrTouch touch;

        if (!mTouches.TryGetValue(id, out touch))
        {
            touch = new MouseOrTouch();
            mTouches.Add(id, touch);
        }
        return touch;
    }
开发者ID:wuzhida,项目名称:YUMI,代码行数:16,代码来源:UICamera.cs


示例6: OnMouseClick

    protected virtual void OnMouseClick(MouseOrTouch touch, bool isPressed) {
        if (isPressed || touch.dragStarted || UICamera.isOverUI) { return; }
        if (touch.fingerId != 0 || city.HoveredCityObject == null) { return; }
        if (!IsInteractable(city.HoveredCityObject)) { return; }

        // When the player clicks the lion, add some money
        if (city.HoveredCityObject is CityLion) {
            (city.HoveredCityObject as CityLion).Cheat();
            return;
        }

        stateManager.SetStateWithData<EditCityObjectState>(city.HoveredCityObject);
    }
开发者ID:markbouwmangames,项目名称:citystatesystem,代码行数:13,代码来源:BaseCityModeState.cs


示例7: GetTouch

	/// <summary>
	/// Get or create a touch event.
	/// </summary>

	static public MouseOrTouch GetTouch (int id)
	{
		MouseOrTouch touch = null;

		if (id < 0) return GetMouse(-id - 1);

		if (!mTouches.TryGetValue(id, out touch))
		{
			touch = new MouseOrTouch();
			touch.pressTime = RealTime.time;
			touch.touchBegan = true;
			mTouches.Add(id, touch);
		}
		return touch;
	}
开发者ID:TowerSay,项目名称:Tower,代码行数:19,代码来源:UICamera.cs


示例8: OnApplicationPause

	/// <summary>
	/// Clear all active press states when the application gets paused.
	/// </summary>

	void OnApplicationPause ()
	{
		MouseOrTouch prev = currentTouch;

		if (useTouch)
		{
			BetterList<int> ids = new BetterList<int>();

			foreach (KeyValuePair<int, MouseOrTouch> pair in mTouches)
			{
				if (pair.Value != null && pair.Value.pressed)
				{
					currentTouch = pair.Value;
					currentTouchID = pair.Key;
					currentScheme = ControlScheme.Touch;
					currentTouch.clickNotification = ClickNotification.None;
					ProcessTouch(false, true);
					ids.Add(currentTouchID);
				}
			}

			for (int i = 0; i < ids.size; ++i)
				RemoveTouch(ids[i]);
		}

		if (useMouse)
		{
			for (int i = 0; i < 3; ++i)
			{
				if (mMouse[i].pressed)
				{
					currentTouch = mMouse[i];
					currentTouchID = -1 - i;
					currentKey = KeyCode.Mouse0 + i;
					currentScheme = ControlScheme.Mouse;
					currentTouch.clickNotification = ClickNotification.None;
					ProcessTouch(false, true);
				}
			}
		}

		if (useController)
		{
			if (controller.pressed)
			{
				currentTouch = controller;
				currentTouchID = -100;
				currentScheme = ControlScheme.Controller;
				currentTouch.last = currentTouch.current;
				currentTouch.current = mCurrentSelection;
				currentTouch.clickNotification = ClickNotification.None;
				ProcessTouch(false, true);
				currentTouch.last = null;
			}
		}
		currentTouch = prev;
	}
开发者ID:satela,项目名称:xjhU3d,代码行数:61,代码来源:UICamera.cs


示例9: GetTouch

    /// <summary>
    /// Get or create a touch event.
    /// </summary>
    MouseOrTouch GetTouch(int id)
    {
        MouseOrTouch touch;

        if (!mTouches.TryGetValue(id, out touch))
        {
            touch = new MouseOrTouch();
            mTouches.Add(id, touch);
        }
        return touch;
    }
开发者ID:zhangcy269,项目名称:workspace,代码行数:14,代码来源:UICamera.cs


示例10: ProcessOthers

    /// <summary>
    /// Process keyboard and joystick events.
    /// </summary>
    void ProcessOthers()
    {
        currentTouchID = -100;
        currentTouch = mJoystick;

        // Enter key and joystick button 1 keys are treated the same -- as a "click"
        bool returnKeyDown	= (useKeyboard	 && (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space)));
        bool buttonKeyDown	= (useController &&  Input.GetKeyDown(KeyCode.JoystickButton0));
        bool returnKeyUp	= (useKeyboard	 && (Input.GetKeyUp(KeyCode.Return) || Input.GetKeyUp(KeyCode.Space)));
        bool buttonKeyUp	= (useController &&  Input.GetKeyUp(KeyCode.JoystickButton0));

        bool down	= returnKeyDown || buttonKeyDown;
        bool up		= returnKeyUp || buttonKeyUp;

        if (down || up)
        {
            currentTouch.hover = mSel;
            currentTouch.current = mSel;
            ProcessTouch(down, up);
        }

        int vertical = 0;
        int horizontal = 0;

        if (useKeyboard)
        {
            vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow);
            horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow);
        }

        if (useController)
        {
            vertical += GetDirection("Vertical");
            horizontal += GetDirection("Horizontal");
        }

        // Send out key notifications
        if (vertical != 0) mSel.SendMessage("OnKey", vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow, SendMessageOptions.DontRequireReceiver);
        if (horizontal != 0) mSel.SendMessage("OnKey", horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow, SendMessageOptions.DontRequireReceiver);
        if (useKeyboard && Input.GetKeyDown(KeyCode.Tab)) mSel.SendMessage("OnKey", KeyCode.Tab, SendMessageOptions.DontRequireReceiver);
        if (useController && Input.GetKeyUp(KeyCode.JoystickButton1)) mSel.SendMessage("OnKey", KeyCode.Escape, SendMessageOptions.DontRequireReceiver);

        currentTouch = null;
    }
开发者ID:shinobushiva,项目名称:Perfume-Unity,代码行数:47,代码来源:UICamera.cs


示例11: ProcessMouse

	/// <summary>
	/// Update mouse input.
	/// </summary>

	public void ProcessMouse ()
	{
		// Is any button currently pressed?
		bool isPressed = false;
		bool justPressed = false;

		for (int i = 0; i < 3; ++i)
		{
			if (Input.GetMouseButtonDown(i))
			{
				currentKey = KeyCode.Mouse0 + i;
				justPressed = true;
				isPressed = true;
			}
			else if (Input.GetMouseButton(i))
			{
				currentKey = KeyCode.Mouse0 + i;
				isPressed = true;
			}
		}

		// We're currently using touches -- do nothing
		if (currentScheme == ControlScheme.Touch) return;

		currentTouch = mMouse[0];

		// Update the position and delta
		Vector2 pos = Input.mousePosition;

		if (currentTouch.ignoreDelta == 0)
		{
			currentTouch.delta = pos - currentTouch.pos;
		}
		else
		{
			--currentTouch.ignoreDelta;
			currentTouch.delta.x = 0f;
			currentTouch.delta.y = 0f;
		}

		float sqrMag = currentTouch.delta.sqrMagnitude;
		currentTouch.pos = pos;
		mLastPos = pos;

		bool posChanged = false;

		if (currentScheme != ControlScheme.Mouse)
		{
			if (sqrMag < 0.001f) return; // Nothing changed and we are not using the mouse -- exit
			currentKey = KeyCode.Mouse0;
			posChanged = true;
		}
		else if (sqrMag > 0.001f) posChanged = true;

		// Propagate the updates to the other mouse buttons
		for (int i = 1; i < 3; ++i)
		{
			mMouse[i].pos = currentTouch.pos;
			mMouse[i].delta = currentTouch.delta;
		}

		// No need to perform raycasts every frame
		if (isPressed || posChanged || mNextRaycast < RealTime.time)
		{
			mNextRaycast = RealTime.time + 0.02f;
			Raycast(currentTouch);
			for (int i = 0; i < 3; ++i) mMouse[i].current = currentTouch.current;
		}

		bool highlightChanged = (currentTouch.last != currentTouch.current);
		bool wasPressed = (currentTouch.pressed != null);

		if (!wasPressed)
			hoveredObject = currentTouch.current;

		currentTouchID = -1;
		if (highlightChanged) currentKey = KeyCode.Mouse0;

		if (!isPressed && posChanged && (!stickyTooltip || highlightChanged))
		{
			if (mTooltipTime != 0f)
			{
				// Delay the tooltip
				mTooltipTime = Time.unscaledTime + tooltipDelay;
			}
			else if (mTooltip != null)
			{
				// Hide the tooltip
				ShowTooltip(null);
			}
		}

		// Generic mouse move notifications
		if (posChanged && onMouseMove != null)
		{
			onMouseMove(currentTouch.delta);
//.........这里部分代码省略.........
开发者ID:OvertimeStudios,项目名称:CreepyBuster,代码行数:101,代码来源:UICamera.cs


示例12: ProcessFakeTouches

	/// <summary>
	/// Process fake touch events where the mouse acts as a touch device.
	/// Useful for testing mobile functionality in the editor.
	/// </summary>

	void ProcessFakeTouches ()
	{
		bool pressed = Input.GetMouseButtonDown(0);
		bool unpressed = Input.GetMouseButtonUp(0);
		bool held = Input.GetMouseButton(0);

		if (pressed || unpressed || held)
		{
			currentTouchID = 1;
			currentTouch = mMouse[0];
			currentTouch.touchBegan = pressed;

			if (pressed)
			{
				currentTouch.pressTime = RealTime.time;
				activeTouches.Add(currentTouch);
			}

			Vector2 pos = Input.mousePosition;
			currentTouch.delta = pos - currentTouch.pos;
			currentTouch.pos = pos;

			// Raycast into the screen
			Raycast(currentTouch);

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Process the events from this touch
			currentKey = KeyCode.None;
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) activeTouches.Remove(currentTouch);
			currentTouch.last = null;
			currentTouch = null;
		}
	}
开发者ID:OvertimeStudios,项目名称:CreepyBuster,代码行数:44,代码来源:UICamera.cs


示例13: ProcessOthers

	/// <summary>
	/// Process keyboard and joystick events.
	/// </summary>

	public void ProcessOthers ()
	{
		currentTouchID = -100;
		currentTouch = controller;

		bool submitKeyDown = false;
		bool submitKeyUp = false;

		if (submitKey0 != KeyCode.None && Input.GetKeyDown(submitKey0))
		{
			currentKey = submitKey0;
			submitKeyDown = true;
		}

		if (submitKey1 != KeyCode.None && Input.GetKeyDown(submitKey1))
		{
			currentKey = submitKey1;
			submitKeyDown = true;
		}

		if (submitKey0 != KeyCode.None && Input.GetKeyUp(submitKey0))
		{
			currentKey = submitKey0;
			submitKeyUp = true;
		}

		if (submitKey1 != KeyCode.None && Input.GetKeyUp(submitKey1))
		{
			currentKey = submitKey1;
			submitKeyUp = true;
		}

		if (submitKeyDown || submitKeyUp)
		{
			currentScheme = ControlScheme.Controller;
			currentTouch.last = currentTouch.current;
			currentTouch.current = mCurrentSelection;
			ProcessTouch(submitKeyDown, submitKeyUp);
			currentTouch.last = null;
		}

		int vertical = 0;
		int horizontal = 0;

		if (useKeyboard)
		{
			if (inputHasFocus)
			{
				vertical += GetDirection(KeyCode.UpArrow, KeyCode.DownArrow);
				horizontal += GetDirection(KeyCode.RightArrow, KeyCode.LeftArrow);
			}
			else
			{
				vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow);
				horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow);
			}
		}

		if (useController)
		{
			if (!string.IsNullOrEmpty(verticalAxisName)) vertical += GetDirection(verticalAxisName);
			if (!string.IsNullOrEmpty(horizontalAxisName)) horizontal += GetDirection(horizontalAxisName);
		}

		// Send out key notifications
		if (vertical != 0)
		{
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow);
		}
		
		if (horizontal != 0)
		{
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow);
		}
		
		if (useKeyboard && Input.GetKeyDown(KeyCode.Tab))
		{
			currentKey = KeyCode.Tab;
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", KeyCode.Tab);
		}

		// Send out the cancel key notification
		if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0))
		{
			currentKey = cancelKey0;
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", KeyCode.Escape);
		}

		if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1))
		{
			currentKey = cancelKey1;
			currentScheme = ControlScheme.Controller;
//.........这里部分代码省略.........
开发者ID:satela,项目名称:xjhU3d,代码行数:101,代码来源:UICamera.cs


示例14: ProcessTouches

	/// <summary>
	/// Update touch-based events.
	/// </summary>

	public void ProcessTouches ()
	{
		for (int i = 0; i < Input.touchCount; ++i)
		{
			Touch input = Input.GetTouch(i);

			currentTouchID = allowMultiTouch ? input.fingerId : 1;
			currentTouch = GetTouch(currentTouchID);

			bool pressed = (input.phase == TouchPhase.Began) || currentTouch.touchBegan;
			bool unpressed = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);
			currentTouch.touchBegan = false;

			if (pressed)
			{
				currentTouch.delta = Vector2.zero;
			}
			else
			{
				// Although input.deltaPosition can be used, calculating it manually is safer (just in case)
				currentTouch.delta = input.position - currentTouch.pos;
			}

			currentTouch.pos = input.position;
			if (!Raycast(currentTouch.pos, out lastHit)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = genericEventHandler;
			currentTouch.current = hoveredObject;
			lastTouchPosition = currentTouch.pos;

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Double-tap support
			if (input.tapCount > 1) currentTouch.clickTime = Time.realtimeSinceStartup;

			// Process the events from this touch
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) RemoveTouch(currentTouchID);
			currentTouch = null;

			// Don't consider other touches
			if (!allowMultiTouch) break;
		}
	}
开发者ID:sundayliu,项目名称:HelloWorld-unity3d,代码行数:51,代码来源:UICamera.cs


示例15: ProcessTouches

	/// <summary>
	/// Update touch-based events.
	/// </summary>

	public void ProcessTouches ()
	{
		currentScheme = ControlScheme.Touch;
		int count = (GetInputTouchCount == null) ? Input.touchCount : GetInputTouchCount();

		for (int i = 0; i < count; ++i)
		{
			int fingerId;
			TouchPhase phase;
			Vector2 position;
			int tapCount;

			if (GetInputTouch == null)
			{
				UnityEngine.Touch touch = Input.GetTouch(i);
				phase = touch.phase;
				fingerId = touch.fingerId;
				position = touch.position;
				tapCount = touch.tapCount;
			}
			else
			{
				Touch touch = GetInputTouch(i);
				phase = touch.phase;
				fingerId = touch.fingerId;
				position = touch.position;
				tapCount = touch.tapCount;
			}

			currentTouchID = allowMultiTouch ? fingerId : 1;
			currentTouch = GetTouch(currentTouchID);

			bool pressed = (phase == TouchPhase.Began) || currentTouch.touchBegan;
			bool unpressed = (phase == TouchPhase.Canceled) || (phase == TouchPhase.Ended);
			currentTouch.touchBegan = false;

			// Although input.deltaPosition can be used, calculating it manually is safer (just in case)
			currentTouch.delta = pressed ? Vector2.zero : position - currentTouch.pos;
			currentTouch.pos = position;

			// Raycast into the screen
			if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = mGenericHandler;
			currentTouch.last = currentTouch.current;
			currentTouch.current = hoveredObject;
			lastTouchPosition = currentTouch.pos;

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Double-tap support
			if (tapCount > 1) currentTouch.clickTime = RealTime.time;

			// Process the events from this touch
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) RemoveTouch(currentTouchID);
			currentTouch.last = null;
			currentTouch = null;

			// Don't consider other touches
			if (!allowMultiTouch) break;
		}

		if (count == 0)
		{
			// Skip the first frame after using touch events
			if (mUsingTouchEvents)
			{
				mUsingTouchEvents = false;
				return;
			}

			if (useMouse) ProcessMouse();
#if UNITY_EDITOR
			else ProcessFakeTouches();
#endif
		}
		else mUsingTouchEvents = true;
	}
开发者ID:imlovee,项目名称:WatchRemember_Final,代码行数:86,代码来源:UICamera.cs


示例16: Update

	/// <summary>
	/// Check the input and send out appropriate events.
	/// </summary>

	void Update ()
	{
		// Only the first UI layer should be processing events
#if UNITY_EDITOR
		if (!Application.isPlaying || !handlesEvents) return;
#else
		if (!handlesEvents) return;
#endif
		current = this;

		// Process touch events first
		if (useTouch) ProcessTouches ();
		else if (useMouse) ProcessMouse();

		// Custom input processing
		if (onCustomInput != null) onCustomInput();

		// Clear the selection on the cancel key, but only if mouse input is allowed
		if (useMouse && mCurrentSelection != null)
		{
			if (cancelKey0 != KeyCode.None && GetKeyDown(cancelKey0))
			{
				currentScheme = ControlScheme.Controller;
				currentKey = cancelKey0;
				selectedObject = null;
			}
			else if (cancelKey1 != KeyCode.None && GetKeyDown(cancelKey1))
			{
				currentScheme = ControlScheme.Controller;
				currentKey = cancelKey1;
				selectedObject = null;
			}
		}

		// If nothing is selected, input focus is lost
		if (mCurrentSelection == null)
		{
			inputHasFocus = false;
		}
		else if (!mCurrentSelection || !mCurrentSelection.activeInHierarchy)
		{
			inputHasFocus = false;
			mCurrentSelection = null;
		}

		// Update the keyboard and joystick events
		if ((useKeyboard || useController) && mCurrentSelection != null) ProcessOthers();

		// If it's time to show a tooltip, inform the object we're hovering over
		if (useMouse && mHover != null)
		{
			float scroll = !string.IsNullOrEmpty(scrollAxisName) ? GetAxis(scrollAxisName) : 0f;

			if (scroll != 0f)
			{
				if (onScroll != null) onScroll(mHover, scroll);
				Notify(mHover, "OnScroll", scroll);
			}

			if (showTooltips && mTooltipTime != 0f && (mTooltipTime < RealTime.time ||
				GetKey(KeyCode.LeftShift) || GetKey(KeyCode.RightShift)))
			{
				mTooltip = mHover;
				currentTouch = mMouse[0];
				currentTouchID = -1;
				ShowTooltip(true);
			}
		}

		current = null;
		currentTouchID = -100;
	}
开发者ID:imlovee,项目名称:WatchRemember_Final,代码行数:76,代码来源:UICamera.cs


示例17: ProcessMouse

	/// <summary>
	/// Update mouse input.
	/// </summary>

	public void ProcessMouse ()
	{
		lastTouchPosition = Input.mousePosition;
		bool highlightChanged = (mMouse[0].last != mMouse[0].current);

		// Update the position and delta
		mMouse[0].delta = lastTouchPosition - mMouse[0].pos;
		mMouse[0].pos = lastTouchPosition;
		bool posChanged = mMouse[0].delta.sqrMagnitude > 0.001f;

		// Propagate the updates to the other mouse buttons
		for (int i = 1; i < 3; ++i)
		{
			mMouse[i].pos = mMouse[0].pos;
			mMouse[i].delta = mMouse[0].delta;
		}

		// Is any button currently pressed?
		bool isPressed = false;

		for (int i = 0; i < 3; ++i)
		{
			if (Input.GetMouseButton(i))
			{
				isPressed = true;
				break;
			}
		}

		if (isPressed)
		{
			// A button was pressed -- cancel the tooltip
			mTooltipTime = 0f;
		}
		else if (useMouse && posChanged && (!stickyTooltip || highlightChanged))
		{
			if (mTooltipTime != 0f)
			{
				// Delay the tooltip
				mTooltipTime = RealTime.time + tooltipDelay;
			}
			else if (mTooltip != null)
			{
				// Hide the tooltip
				ShowTooltip(false);
			}
		}

		// The button was released over a different object -- remove the highlight from the previous
		if (useMouse && !isPressed && mHover != null && highlightChanged)
		{
			if (mTooltip != null) ShowTooltip(false);
			Highlight(mHover, false);
			mHover = null;
		}

		// Process all 3 mouse buttons as individual touches
		if (useMouse)
		{
			for (int i = 0; i < 3; ++i)
			{
				bool pressed = Input.GetMouseButtonDown(i);
				bool unpressed = Input.GetMouseButtonUp(i);
	
				currentTouch = mMouse[i];
				currentTouchID = -1 - i;
				currentKey = KeyCode.Mouse0 + i;
	
				// We don't want to update the last camera while there is a touch happening
				if (pressed) currentTouch.pressedCam = currentCamera;
				else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;
	
				// Process the mouse events
				ProcessTouch(pressed, unpressed);
				currentKey = KeyCode.None;
			}
			currentTouch = null;
		}

		// If nothing is pressed and there is an object under the touch, highlight it
		if (useMouse && !isPressed && highlightChanged)
		{
			mTooltipTime = RealTime.time + tooltipDelay;
			mHover = mMouse[0].current;
			Highlight(mHover, true);
		}

		// Update the last value
		mMouse[0].last = mMouse[0].current;
		for (int i = 1; i < 3; ++i) mMouse[i].last = mMouse[0].last;
	}
开发者ID:Jetblacktsunami,项目名称:TreasureCove,代码行数:95,代码来源:UICamera.cs


示例18: ProcessTouches

	/// <summary>
	/// Update touch-based events.
	/// </summary>

	public void ProcessTouches ()
	{
		currentScheme = ControlScheme.Touch;

		for (int i = 0; i < Input.touchCount; ++i)
		{
			Touch touch = Input.GetTouch(i);

			currentTouchID = allowMultiTouch ? touch.fingerId : 1;
			currentTouch = GetTouch(currentTouchID);

			bool pressed = (touch.phase == TouchPhase.Began) || currentTouch.touchBegan;
			bool unpressed = (touch.phase == TouchPhase.Canceled) || (touch.phase == TouchPhase.Ended);
			currentTouch.touchBegan = false;

			// Although input.deltaPosition can be used, calculating it manually is safer (just in case)
			currentTouch.delta = pressed ? Vector2.zero : touch.position - currentTouch.pos;
			currentTouch.pos = touch.position;

			// Raycast into the screen
			if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = genericEventHandler;
			currentTouch.last = currentTouch.current;
			currentTouch.current = hoveredObject;
			lastTouchPosition = currentTouch.pos;

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Double-tap support
			if (touch.tapCount > 1) currentTouch.clickTime = RealTime.time;

			// Process the events from this touch
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) RemoveTouch(currentTouchID);
			currentTouch.last = null;
			currentTouch = null;

			// Don't consider other touches
			if (!allowMultiTouch) break;
		}

		if (Input.touchCount == 0)
		{
			if (useMouse) ProcessMouse();
#if UNITY_EDITOR
			else ProcessFakeTouches();
#endif
		}
	}
开发者ID:satela,项目名称:xjhU3d,代码行数:57,代码来源:UICamera.cs


示例19: Update

	/// <summary>
	/// Check the input and send out appropriate events.
	/// </summary>

	void Update ()
	{
		// Only the first UI layer should be processing events
#if UNITY_EDITOR
		if (!Application.isPlaying || !handlesEvents) return;
#else
		if (!handlesEvents) return;
#endif
		current = this;
		NGUIDebug.debugRaycast = debug;

		// Process touch events first
		if (useTouch) ProcessTouches ();
		else if (useMouse) ProcessMouse();

		// Custom input processing
		if (onCustomInput != null) onCustomInput();

		// Update the keyboard and joystick events
		if ((useKeyboard || useController) && !disableController) ProcessOthers();

		// If it's time to show a tooltip, inform the object we're hovering over
		if (useMouse && mHover != null)
		{
			float scroll = !string.IsNullOrEmpty(scrollAxisName) ? GetAxis(scrollAxisName) : 0f;

			if (scroll != 0f)
			{
				if (onScroll != null) onScroll(mHover, scroll);
				Notify(mHover, "OnScroll", scroll);
			}

			if (showTooltips && mTooltipTime != 0f && !UIPopupList.isOpen && mMouse[0].dragged == null &&
				(mTooltipTime < RealTime.time || GetKey(KeyCode.LeftShift) || GetKey(KeyCode.RightShift)))
			{
				currentTouch = mMouse[0];
				currentTouchID = -1;
				ShowTooltip(mHover);
			}
		}

		if (mTooltip != null && !NGUITools.GetActive(mTooltip))
			ShowTooltip(null);

		current = null;
		currentTouchID = -100;
	}
开发者ID:ChuHaiLing,项目名称:Drak_pro,代码行数:51,代码来源:UICamera.cs


示例20: ProcessFakeTouches

	/// <summary>
	/// Process fake touch events where the mouse acts as a touch device.
	/// Useful for testing mobile functionality in the editor.
	/// </summary>

	void ProcessFakeTouches ()
	{
		bool pressed = Input.GetMouseButtonDown(0);
		bool unpressed = Input.GetMouseButtonUp(0);
		bool held = Input.GetMouseButton(0);

		if (pressed || unpressed || held)
		{
			currentTouchID = 1;
			currentTouch = mMouse[0];
			currentTouch.touchBegan = pressed;

			Vector2 pos = Input.mousePosition;
			currentTouch.delta = pressed ? Vector2.zero : pos - currentTouch.pos;
			currentTouch.pos = pos;

			// Raycast into the screen
			if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = genericEventHandler;
			currentTouch.last = currentTouch.current;
			currentTouch.current = hoveredObject;
			lastTouchPosition = currentTouch.pos;

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Process the events from this touch
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) RemoveTouch(currentTouchID);
			currentTouch.last = null;
			currentTouch = null;
		}
	}
开发者ID:satela,项目名称:xjhU3d,代码行数:41,代码来源:UICamera.cs



注:本文中的MouseOrTouch类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C# MouseState类代码示例发布时间:2022-05-24
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C# MouseInputEventArgs类代码示例发布时间:2022-05-24
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