An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
namespace Fungus
{
/// <summary>
/// The block will execute when the player drags an object and successfully drops it on a target object.
/// </summary>
[EventHandlerInfo("Sprite",
"Drag Completed",
"The block will execute when the player drags an object and successfully drops it on a target object.")]
[AddComponentMenu("")]
public class DragCompleted : EventHandler
{
[Tooltip("Draggable object to listen for drag events on")]
[SerializeField] protected Draggable2D draggableObject;
public virtual Draggable2D DraggableObject { get { return draggableObject; } }
[Tooltip("Drag target object to listen for drag events on")]
[SerializeField] protected Collider2D targetObject;
// There's no way to poll if an object is touching another object, so
// we have to listen to the callbacks and track the touching state ourselves.
bool overTarget = false;
public virtual bool IsOverTarget()
{
return overTarget;
}
public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject)
{
if (this.targetObject != null &&
draggableObject == this.draggableObject &&
targetObject == this.targetObject)
{
overTarget = true;
}
}
public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject)
{
if (this.targetObject != null &&
draggableObject == this.draggableObject &&
targetObject == this.targetObject)
{
overTarget = false;
}
}
public virtual void OnDragCompleted(Draggable2D draggableObject)
{
if (draggableObject == this.draggableObject &&
overTarget)
{
// Assume that the player will have to do perform another drag and drop operation
// to complete the drag again. This is necessary because we don't get an OnDragExited if the
// draggable object is set to be inactive.
overTarget = false;
ExecuteBlock();
}
}
public override string GetSummary()
{
string summary = "";
if (draggableObject != null)
{
summary += "\nDraggable: " + draggableObject.name;
}
if (targetObject != null)
{
summary += "\nTarget: " + targetObject.name;
}
if (summary.Length == 0)
{
return "None";
}
return summary;
}
}
}