using UnityEngine; using System.Reflection; using System.Collections.Generic; /// /// Touch creator. /// BASED ON: http://answers.unity3d.com/answers/801637/view.html /// public class TouchCreator { static BindingFlags flags = BindingFlags.Instance | BindingFlags.NonPublic; static Dictionary fields; object touch; public float deltaTime { get { return ((Touch)touch).deltaTime; } set { fields["m_TimeDelta"].SetValue(touch, value); } } public int tapCount { get { return ((Touch)touch).tapCount; } set { fields["m_TapCount"].SetValue(touch, value); } } public TouchPhase phase { get { return ((Touch)touch).phase; } set { fields["m_Phase"].SetValue(touch, value); } } public Vector2 deltaPosition { get { return ((Touch)touch).deltaPosition; } set { fields["m_PositionDelta"].SetValue(touch, value); } } public int fingerId { get { return ((Touch)touch).fingerId; } set { fields["m_FingerId"].SetValue(touch, value); } } public Vector2 position { get { return ((Touch)touch).position; } set { fields["m_Position"].SetValue(touch, value); } } public Vector2 rawPosition { get { return ((Touch)touch).rawPosition; } set { fields["m_RawPosition"].SetValue(touch, value); } } public Touch Create() { return (Touch)touch; } public TouchCreator() { touch = new Touch(); } static TouchCreator() { fields = new Dictionary(); foreach (var f in typeof(Touch).GetFields(flags)) { fields.Add(f.Name, f); //Debug.Log("name: " + f.Name); // Use this to find the names of hidden private fields } } }