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Touch.phase

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public var phase: TouchPhase;
public TouchPhase phase;

Description

Describes the phase of the touch.

The touch phase refers to the action the finger has taken on the most recent frame update. Since a touch is tracked over its "lifetime" by the device, the start and end of a touch and movements in between can be reported on the frames they occur. The phase property can be used as the basis of a "switch' statement or as part of a more sophisitcated state handling system.

#pragma strict
public var startPos: Vector2;
public var direction: Vector2;
public var directionChosen: boolean;
function Update() {
	// Track a single touch as a direction control.
	if (Input.touchCount > 0) {
		var touch: var = Input.GetTouch(0);
		// Handle finger movements based on touch phase.
		switch (touch.phase) {
			// Record initial touch position.
			case TouchPhase.Began:
				startPos = touch.position;

directionChosen = false;

break; // Determine direction by comparing the current touch position with the initial one. case TouchPhase.Moved: direction = touch.position - startPos;

break; // Report that a direction has been chosen when the finger is lifted. case TouchPhase.Ended: directionChosen = true;

break; } } if (directionChosen) { // Something that uses the chosen direction... } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector2 startPos; public Vector2 direction; public bool directionChosen; void Update() { // Track a single touch as a direction control. if (Input.touchCount > 0) { var touch = Input.GetTouch(0); // Handle finger movements based on touch phase. switch (touch.phase) { // Record initial touch position. case TouchPhase.Began: startPos = touch.position; directionChosen = false; break; // Determine direction by comparing the current touch position with the initial one. case TouchPhase.Moved: direction = touch.position - startPos; break; // Report that a direction has been chosen when the finger is lifted. case TouchPhase.Ended: directionChosen = true; break; } } if (directionChosen) { // Something that uses the chosen direction... } } }