using UnityEngine; using System.Collections; using System.Collections.Generic; /// /// Input helper. /// SOURCE: http://answers.unity3d.com/answers/956579/view.html /// public static class InputHelper { private static TouchCreator lastFakeTouch; public static List GetTouches() { List touches = new List(); touches.AddRange(Input.touches); // Uncomment if you want it only to allow mouse swipes in the Unity Editor //#if UNITY_EDITOR if (lastFakeTouch == null) { lastFakeTouch = new TouchCreator(); } if (Input.GetMouseButtonDown(0)) { lastFakeTouch.phase = TouchPhase.Began; lastFakeTouch.deltaPosition = new Vector2(0, 0); lastFakeTouch.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y); lastFakeTouch.fingerId = 0; } else if (Input.GetMouseButtonUp(0)) { lastFakeTouch.phase = TouchPhase.Ended; Vector2 newPosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y); lastFakeTouch.deltaPosition = newPosition - lastFakeTouch.position; lastFakeTouch.position = newPosition; lastFakeTouch.fingerId = 0; } else if (Input.GetMouseButton(0)) { lastFakeTouch.phase = TouchPhase.Moved; Vector2 newPosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y); lastFakeTouch.deltaPosition = newPosition - lastFakeTouch.position; lastFakeTouch.position = newPosition; lastFakeTouch.fingerId = 0; } else { lastFakeTouch = null; } if (lastFakeTouch != null) { touches.Add(lastFakeTouch.Create()); } // Uncomment if you want it only to allow mouse swipes in the Unity Editor //#endif return touches; } }