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@ -25,6 +25,7 @@ namespace Fungus |
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public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject) |
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public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject) |
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{ |
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{ |
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if (this.targetObject != null && |
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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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targetObject == this.targetObject) |
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{ |
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{ |
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overTarget = true; |
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overTarget = true; |
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@ -34,6 +35,7 @@ namespace Fungus |
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public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject) |
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public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject) |
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{ |
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{ |
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if (this.targetObject != null && |
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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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targetObject == this.targetObject) |
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{ |
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{ |
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overTarget = false; |
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overTarget = false; |
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@ -45,6 +47,11 @@ namespace Fungus |
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if (draggableObject == this.draggableObject && |
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if (draggableObject == this.draggableObject && |
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overTarget) |
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overTarget) |
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{ |
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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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ExecuteSequence(); |
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ExecuteSequence(); |
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} |
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} |
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} |
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} |
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