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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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[EventHandlerInfo("Sprite",
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"Drag Completed",
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"The block will execute when the player drags an object and successfully drops it on a target object.")]
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[AddComponentMenu("")]
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public class DragCompleted : EventHandler
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{
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public Draggable2D draggableObject;
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public Collider2D targetObject;
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// There's no way to poll if an object is touching another object, so
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// we have to listen to the callbacks and track the touching state ourselves.
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bool overTarget = false;
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public virtual bool IsOverTarget()
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{
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return overTarget;
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}
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public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject)
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{
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if (this.targetObject != null &&
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draggableObject == this.draggableObject &&
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targetObject == this.targetObject)
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{
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overTarget = true;
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}
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}
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public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject)
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{
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if (this.targetObject != null &&
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draggableObject == this.draggableObject &&
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targetObject == this.targetObject)
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{
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overTarget = false;
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}
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}
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public virtual void OnDragCompleted(Draggable2D draggableObject)
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{
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if (draggableObject == this.draggableObject &&
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overTarget)
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{
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// Assume that the player will have to do perform another drag and drop operation
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// to complete the drag again. This is necessary because we don't get an OnDragExited if the
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// draggable object is set to be inactive.
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overTarget = false;
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ExecuteBlock();
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}
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}
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public override string GetSummary()
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{
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string summary = "";
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if (draggableObject != null)
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{
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summary += "\nDraggable: " + draggableObject.name;
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}
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if (targetObject != null)
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{
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summary += "\nTarget: " + targetObject.name;
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}
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if (summary.Length == 0)
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{
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return "None";
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}
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return summary;
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}
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}
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}
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