InputToEvent









How do I use Input To Event
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: ClickAndDrag.cs Copy
11  void Update ()
12  {
13         if (!photonView.isMine)
14         {
15             return;
16         }
17
18      InputToEvent input = Camera.main.GetComponent();
19      if (input == null) return;
20         if (!following)
21         {
22             if (input.Dragging)
23             {
24                 camOnPress = this.transform.position;
25                 following = true;
26             }
27             else
28             {
29                 return;
30             }
31         }
32         else
33         {
34             if (input.Dragging)
35             {
36                 Vector3 target = camOnPress - (new Vector3(input.DragVector.x, 0, input.DragVector.y) * factor);
37                 this.transform.position = Vector3.Lerp(this.transform.position, target, Time.deltaTime*.5f);
38             }
39             else
40             {
41                 camOnPress = Vector3.zero;
42                 following = false;
43             }
44         }
45  }
File name: InstantiateCube.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, this.transform.position + 3*Vector3.up, Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }
File name: ManualPhotonViewAllocator.cs Copy
23     public void InstantiateRpc(int viewID)
24     {
25         GameObject go = GameObject.Instantiate(Prefab, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity) as GameObject;
26         go.GetPhotonView().viewID = viewID;
27
28         OnClickDestroy ocd = go.GetComponent();
29         ocd.DestroyByRpc = true;
30     }
File name: OnClickInstantiate.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }
File name: PointedAtGameObjectInfo.cs Copy
7     void OnGUI()
8     {
9         if (InputToEvent.goPointedAt != null)
10         {
11             PhotonView pv = InputToEvent.goPointedAt.GetPhotonView();
12             if (pv != null)
13             {
14                 GUI.Label(new Rect(Input.mousePosition.x + 5, Screen.height - Input.mousePosition.y - 15, 300, 30), string.Format("ViewID {0} InstID {1} Lvl {2} {3}", pv.viewID, pv.instantiationId, pv.prefix, (pv.isSceneView) ? "scene" : (pv.isMine) ? "mine" : "owner: " + pv.ownerId));
15             }
16         }
17     }

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