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using UnityEngine;
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using System.Collections;
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using UnityEngine.Serialization;
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namespace Fungus
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{
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/**
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* Detects drag and drop interactions on a Game Object, and sends events to all Flowchart event handlers in the scene.
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* The Game Object must have Collider2D & RigidBody components attached.
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* The Collider2D must have the Is Trigger property set to true.
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* The RigidBody would typically have the Is Kinematic property set to true, unless you want the object to move around using physics.
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* Use in conjunction with the Drag Started, Drag Completed, Drag Cancelled, Drag Entered & Drag Exited event handlers.
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*/
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public class Draggable2D : MonoBehaviour
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{
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[Tooltip("Is object dragging enabled")]
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public bool dragEnabled = true;
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[Tooltip("Move object back to its starting position when drag is cancelled")]
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[FormerlySerializedAs("returnToStartPos")]
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public bool returnOnCancelled = true;
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[Tooltip("Move object back to its starting position when drag is completed")]
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public bool returnOnCompleted = true;
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[Tooltip("Time object takes to return to its starting position")]
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public float returnDuration = 1f;
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[Tooltip("Mouse texture to use when hovering mouse over object")]
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public Texture2D hoverCursor;
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protected Vector3 startingPosition;
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protected bool updatePosition = false;
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protected Vector3 newPosition;
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protected Vector3 delta = Vector3.zero;
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protected virtual void OnMouseDown()
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{
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// Offset the object so that the drag is anchored to the exact point where the user clicked it
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float x = Input.mousePosition.x;
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float y = Input.mousePosition.y;
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delta = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - transform.position;
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delta.z = 0f;
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startingPosition = transform.position;
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foreach (DragStarted handler in GetHandlers<DragStarted>())
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{
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handler.OnDragStarted(this);
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}
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}
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protected virtual void OnMouseDrag()
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{
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if (!dragEnabled)
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{
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return;
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}
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float x = Input.mousePosition.x;
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float y = Input.mousePosition.y;
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float z = transform.position.z;
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newPosition = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 10f)) - delta;
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newPosition.z = z;
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updatePosition = true;
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}
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protected virtual void LateUpdate()
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{
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// iTween will sometimes override the object position even if it should only be affecting the scale, rotation, etc.
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// To make sure this doesn't happen, we force the position change to happen in LateUpdate.
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if (updatePosition)
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{
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transform.position = newPosition;
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updatePosition = false;
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}
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}
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protected virtual void OnMouseUp()
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{
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if (!dragEnabled)
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{
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return;
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}
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bool dragCompleted = false;
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DragCompleted[] handlers = GetHandlers<DragCompleted>();
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foreach (DragCompleted handler in handlers)
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{
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if (handler.draggableObject == this)
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{
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if (handler.IsOverTarget())
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{
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handler.OnDragCompleted(this);
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dragCompleted = true;
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if (returnOnCompleted)
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{
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LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo);
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}
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}
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}
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}
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if (!dragCompleted)
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{
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foreach (DragCancelled handler in GetHandlers<DragCancelled>())
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{
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handler.OnDragCancelled(this);
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}
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if (returnOnCancelled)
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{
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LeanTween.move(gameObject, startingPosition, returnDuration).setEase(LeanTweenType.easeOutExpo);
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}
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}
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}
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protected virtual void OnTriggerEnter2D(Collider2D other)
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{
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if (!dragEnabled)
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{
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return;
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}
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foreach (DragEntered handler in GetHandlers<DragEntered>())
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{
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handler.OnDragEntered(this, other);
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}
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foreach (DragCompleted handler in GetHandlers<DragCompleted>())
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{
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handler.OnDragEntered(this, other);
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}
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}
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protected virtual void OnTriggerExit2D(Collider2D other)
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{
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if (!dragEnabled)
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{
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return;
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}
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foreach (DragExited handler in GetHandlers<DragExited>())
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{
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handler.OnDragExited(this, other);
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}
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foreach (DragCompleted handler in GetHandlers<DragCompleted>())
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{
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handler.OnDragExited(this, other);
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}
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}
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protected virtual T[] GetHandlers<T>() where T : EventHandler
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{
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// TODO: Cache these object for faster lookup
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return GameObject.FindObjectsOfType<T>();
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}
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protected virtual void OnMouseEnter()
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{
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changeCursor(hoverCursor);
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}
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protected virtual void OnMouseExit()
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{
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SetMouseCursor.ResetMouseCursor();
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}
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protected virtual void changeCursor(Texture2D cursorTexture)
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{
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if (!dragEnabled)
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{
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return;
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}
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Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);
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}
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}
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}
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