Using System
Using System
Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using Unity.XR.CoreUtils;
Vector2 First_touch;
Vector2 Second_touch;
float distance_current;
float distance_previous;
bool First_pinch=true;
if(collision){
GameObject _object = Instantiate(SpawnbleFurniture);
_object.transform.position = raycastHits[0].pose.position;
_object.transform.rotation = raycastHits[0].pose.rotation;
}
planeManager.enabled = false;
}
if(Input.touchCount > 1 && _object)
{
First_touch = Input.GetTouch(0).position;
Second_touch=Input.GetTouch(1).position;
distance_current=Second_touch.magnitude-First_touch.magnitude;
if(First_pinch)
{
distance_previous=distance_current;
First_pinch=false;
}
if(distance_current!= distance_previous)
{
Vector3 scaleValue =
_object.transform.localScale*(distance_current/distance_previous);
_object.transform.localScale=scaleValue;
distance_previous=distance_current;
}
}
}
else{
First_pinch = true;
}
}
public bool isButtonPressed(){
if(EventSystem.current.currentSelectedGameObject?.GetComponent<Button>()
== null){
return false;
}
else {
return true;
}