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Send mouse/finger unity events
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| using UnityEngine; | |
| using UnityEngine.Events; | |
| public class MouseFingerEvent | |
| { | |
| public Vector2 position; | |
| public int index; | |
| } | |
| public class MouseFinger : MonoBehaviour | |
| { | |
| public UnityEvent<MouseFingerEvent> OnInputBegin; | |
| public UnityEvent<MouseFingerEvent> OnInputMove; | |
| public UnityEvent<MouseFingerEvent> OnInputEnd; | |
| void Update() | |
| { | |
| handleMouse(0); | |
| handleMouse(1); | |
| handleMouse(2); | |
| handleTouches(); | |
| } | |
| private void handleTouches() | |
| { | |
| for (int finger = 0; finger < Input.touchCount; finger++) | |
| { | |
| var touch = Input.touches[finger]; | |
| var ev = new MouseFingerEvent { | |
| position = touch.position, | |
| index = finger | |
| }; | |
| if (touch.phase == TouchPhase.Began) | |
| { | |
| OnInputBegin.Invoke(ev) ; | |
| } | |
| if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved) | |
| { | |
| OnInputMove.Invoke(ev); | |
| } | |
| if (touch.phase == TouchPhase.Ended) | |
| { | |
| OnInputEnd.Invoke(ev); | |
| } | |
| } | |
| } | |
| private void handleMouse(int button) | |
| { | |
| var ev = new MouseFingerEvent | |
| { | |
| position = Input.mousePosition, | |
| index = button | |
| }; | |
| if (Input.GetMouseButtonDown(button)) | |
| { | |
| OnInputBegin.Invoke(ev); | |
| } | |
| if(Input.GetMouseButton(button)) | |
| { | |
| OnInputMove.Invoke(ev); | |
| } | |
| if (Input.GetMouseButtonUp(button)) | |
| { | |
| OnInputEnd.Invoke(ev); | |
| } | |
| } | |
| } |
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