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2024-10-16 00:03:41 +08:00
commit 897058435c
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using UnityEngine;
using System.Collections;
using HedgehogTeam.EasyTouch;
public class CubeSelect : MonoBehaviour {
private GameObject cube;
void OnEnable(){
EasyTouch.On_SimpleTap += On_SimpleTap;
}
void OnDestroy(){
EasyTouch.On_SimpleTap -= On_SimpleTap;
}
void Start(){
cube= null;
}
void On_SimpleTap (Gesture gesture){
if (gesture.pickedObject !=null && gesture.pickedObject.name=="Cube"){
ResteColor();
cube = gesture.pickedObject;
cube.GetComponent<Renderer>().material.color = Color.red;
}
}
void ResteColor(){
if (cube!=null){
cube.GetComponent<Renderer>().material.color = new Color(60f/255f,143f/255f,201f/255f);
}
}
}

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using UnityEngine;
using System.Collections;
using HedgehogTeam.EasyTouch;
public class RTSCamera : MonoBehaviour {
private Vector3 delta;
void OnEnable(){
EasyTouch.On_Swipe += On_Swipe;
EasyTouch.On_Drag += On_Drag;
EasyTouch.On_Twist += On_Twist;
EasyTouch.On_Pinch += On_Pinch;
}
void On_Twist (Gesture gesture){
transform.Rotate( Vector3.up * gesture.twistAngle);
}
void OnDestroy(){
EasyTouch.On_Swipe -= On_Swipe;
EasyTouch.On_Drag -= On_Drag;
EasyTouch.On_Twist -= On_Twist;
}
void On_Drag (Gesture gesture){
On_Swipe( gesture);
}
void On_Swipe (Gesture gesture){
transform.Translate( Vector3.left * gesture.deltaPosition.x / Screen.width);
transform.Translate( Vector3.back * gesture.deltaPosition.y / Screen.height);
}
void On_Pinch (Gesture gesture){
Camera.main.fieldOfView += gesture.deltaPinch * Time.deltaTime;
}
}

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using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour {
// Update is called once per frame
}

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using UnityEngine;
using System.Collections;
using HedgehogTeam.EasyTouch;
public class BallRunPlayer : MonoBehaviour {
public Transform ballModel;
private bool start =false;
private Vector3 moveDirection;
private CharacterController characterController;
private Vector3 startPosition;
private bool isJump = false;
void OnEnable(){
EasyTouch.On_SwipeEnd += On_SwipeEnd;
}
void OnDestroy(){
EasyTouch.On_SwipeEnd -= On_SwipeEnd;
}
void Start(){
characterController = GetComponent<CharacterController>();
startPosition = transform.position;
}
void Update () {
if (start){
moveDirection = transform.TransformDirection(Vector3.forward)* 10f * Time.deltaTime;
moveDirection.y -= 9.81f * Time.deltaTime;
if (isJump){
moveDirection.y = 8f;
isJump = false;
}
characterController.Move( moveDirection);
ballModel.Rotate( Vector3.right * 400 * Time.deltaTime);
}
if (transform.position.y<0.5){
start=false;
transform.position = startPosition;
}
}
void OnCollision(){
Debug.Log("ok");
}
void On_SwipeEnd (Gesture gesture){
if (start){
switch (gesture.swipe){
case EasyTouch.SwipeDirection.DownLeft:
case EasyTouch.SwipeDirection.UpLeft:
case EasyTouch.SwipeDirection.Left:
transform.Rotate(Vector3.up * -90);
break;
case EasyTouch.SwipeDirection.DownRight:
case EasyTouch.SwipeDirection.UpRight:
case EasyTouch.SwipeDirection.Right:
transform.Rotate(Vector3.up * 90);
break;
case EasyTouch.SwipeDirection.Up:
if (characterController.isGrounded){
isJump = true;
}
break;
}
}
}
public void StartGame(){
start = true;
}
}

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using UnityEngine;
using System.Collections;
using HedgehogTeam.EasyTouch;
public class ThirdPersonCamera : MonoBehaviour
{
public float distanceAway; // distance from the back of the craft
public float distanceUp; // distance above the craft
public float smooth; // how smooth the camera movement is
private GameObject hovercraft; // to store the hovercraft
private Vector3 targetPosition; // the position the camera is trying to be in
Transform follow;
void Start(){
follow = GameObject.FindWithTag ("Player").transform;
}
void LateUpdate ()
{
// setting the target position to be the correct offset from the hovercraft
targetPosition = follow.position + Vector3.up * distanceUp - follow.forward * distanceAway;
// making a smooth transition between it's current position and the position it wants to be in
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth);
// make sure the camera is looking the right way!
transform.LookAt(follow);
}
}

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