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using UnityEngine;
public class TouchViewer : MonoSingleton<TouchViewer>
{
[SerializeField]
private GameObject[] touchEffectPool;
public Camera UICamera { get; set; }
private void Awake()
{
if (!IsNull() && Instance != this)
{
Destroy(this);
return;
}
DontDestroyOnLoad(this);
}
void FixedUpdate()
{
if (UICamera is null) return;
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
if(Input.GetMouseButtonDown(0))
#else
if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
#endif
{
Vector3 canvasPosition = UICamera.ScreenToWorldPoint(Input.mousePosition);
canvasPosition.z = 0;
PlayTouchEffect(canvasPosition);
}
}
private void PlayTouchEffect(Vector3 startPos)
{
for (int i = 0; i < touchEffectPool.Length; i++)
{
if (!touchEffectPool[i].activeSelf)
{
touchEffectPool[i].transform.position = startPos;
touchEffectPool[i].SetActive(true);
return;
}
}
}
}