2017-04-12 01:23:07 +09:00

61 lines
1.7 KiB
C#

using UnityEngine;
[AddComponentMenu("Destructible 2D/D2D Drag To Slice")]
public class D2D_DragToSlice : MonoBehaviour
{
public Texture2D StampTex;
public float Thickness = 1.0f;
public float Hardness = 1.0f;
public SpriteRenderer Indicator;
private bool down;
private Vector3 startMousePosition;
protected virtual void Update()
{
if (Input.GetMouseButton(0) == true && down == false)
{
down = true;
startMousePosition = Input.mousePosition;
}
if (Input.GetMouseButton(0) == false && down == true)
{
down = false;
if (Camera.main != null)
{
var endMousePosition = Input.mousePosition;
var startPos = Camera.main.ScreenToWorldPoint(startMousePosition);
var endPos = Camera.main.ScreenToWorldPoint( endMousePosition);
D2D_Destructible.SliceAll(startPos, endPos, Thickness, StampTex, Hardness);
}
}
if (Indicator != null)
{
Indicator.enabled = down;
if (Camera.main != null && down == true)
{
var currentMousePosition = Input.mousePosition;
var startPos = Camera.main.ScreenToWorldPoint( startMousePosition);
var currentPos = Camera.main.ScreenToWorldPoint(currentMousePosition);
var scale = Vector3.Distance(currentPos, startPos);
var angle = D2D_Helper.Atan2(currentPos - startPos) * Mathf.Rad2Deg;
var newPosition = Camera.main.ScreenToWorldPoint(startMousePosition);
newPosition.z = Indicator.transform.position.z;
Indicator.transform.position = newPosition;
Indicator.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, -angle);
Indicator.transform.localScale = new Vector3(Thickness, scale, scale);
}
}
}
}