using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class MouseRecordData { public List TimeList; public List PosList; public List StateList; public float startTime; public int currentCount; public MouseRecordData(MouseRecordData rec) { TimeList = rec.TimeList; PosList = rec.PosList; StateList = rec.StateList; } public MouseRecordData() { TimeList = new List(); PosList = new List(); StateList = new List(); } public void StartUse() { startTime = Time.time; currentCount = 1; } public float CurrentTimeInterval { get { return TimeList[currentCount]; } } public Vector2 CurrentPosition { get { return PosList[currentCount]; } } public int CurrentState { get { return StateList[currentCount]; } } public void AddData(float time, Vector2 pos, int state) { TimeList.Add(time); PosList.Add(new Vector2(pos.x / Screen.width, (Screen.height - pos.y) / Screen.height)); StateList.Add(state); } public void RemoveData(int i) { TimeList.RemoveAt(i); PosList.RemoveAt(i); StateList.RemoveAt(i); } }