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Input.GetAccelerationEvent

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public static function GetAccelerationEvent(index: int): AccelerationEvent;
public static AccelerationEvent GetAccelerationEvent(int index);
public static def GetAccelerationEvent(index as int) as AccelerationEvent

Description

最後のフレーム間で発生した加速度を返します(一時的な変数は割り当てられません)

	// Calculates weighted sum of acceleration measurements which occurred during the last frame
	// Might be handy if you want to get more precise measurements
	function Update () {
		var acceleration:Vector3 = Vector3.zero;
		for (var i = 0; i < Input.accelerationEventCount; ++i) {
			var accEvent:AccelerationEvent = Input.GetAccelerationEvent(i);
			acceleration += accEvent.acceleration * accEvent.deltaTime;
		}
		print (acceleration);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        Vector3 acceleration = Vector3.zero;
        int i = 0;
        while (i < Input.accelerationEventCount) {
            AccelerationEvent accEvent = Input.GetAccelerationEvent(i);
            acceleration += accEvent.acceleration * accEvent.deltaTime;
            ++i;
        }
        print(acceleration);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		acceleration as Vector3 = Vector3.zero
		i as int = 0
		while i < Input.accelerationEventCount:
			accEvent as AccelerationEvent = Input.GetAccelerationEvent(i)
			acceleration += (accEvent.acceleration * accEvent.deltaTime)
			++i
		print(acceleration)