// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
///
/// The block will execute when the player drags an object and successfully drops it on a target object.
///
[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
{
public class DragCompletedEvent
{
public Draggable2D DraggableObject;
public DragCompletedEvent(Draggable2D draggableObject)
{
DraggableObject = draggableObject;
}
}
[SerializeField] protected VariableReference draggableRef;
[Tooltip("Draggable object to listen for drag events on")]
[HideInInspector]
[SerializeField] protected Draggable2D draggableObject;
[SerializeField] protected List draggableObjects;
[Tooltip("Drag target object to listen for drag events on")]
[HideInInspector]
[SerializeField] protected Collider2D targetObject;
[SerializeField] protected List targetObjects;
[SerializeField] protected VariableReference targetRef;
void OnValidate()
{
//add any dragableobject already present to list for backwards compatability
if(draggableObject!=null){
if(!draggableObjects.Contains(draggableObject)){
draggableObjects.Add(draggableObject);
}
}
if(targetObject!=null){
if(!targetObjects.Contains(targetObject)){
targetObjects.Add(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.
protected bool overTarget = false;
protected Collider2D targetCollider = null;
protected EventDispatcher eventDispatcher;
protected virtual void OnEnable()
{
eventDispatcher = FungusManager.Instance.EventDispatcher;
eventDispatcher.AddListener(OnDragCompletedEvent);
eventDispatcher.AddListener(OnDragEnteredEvent);
eventDispatcher.AddListener(OnDragExitedEvent);
foreach(Draggable2D dragObj in draggableObjects)
{
dragObj.RegisterHandler(this);
}
}
protected virtual void OnDisable()
{
eventDispatcher.RemoveListener(OnDragCompletedEvent);
eventDispatcher.RemoveListener(OnDragEnteredEvent);
eventDispatcher.RemoveListener(OnDragExitedEvent);
foreach(Draggable2D dragObj in draggableObjects)
{
dragObj.UnregisterHandler(this);
}
eventDispatcher = null;
}
void OnDragCompletedEvent(DragCompletedEvent evt)
{
OnDragCompleted(evt.DraggableObject);
}
void OnDragEnteredEvent(DragEntered.DragEnteredEvent evt)
{
OnDragEntered(evt.DraggableObject, evt.TargetCollider);
}
void OnDragExitedEvent(DragExited.DragExitedEvent evt)
{
OnDragExited(evt.DraggableObject, evt.TargetCollider);
}
#region Public members
///
/// Gets the draggable object.
///
public virtual List DraggableObjects { get { return draggableObjects; } }
///
/// Returns true if the draggable object is over the drag target object.
///
public virtual bool IsOverTarget()
{
return overTarget;
}
///
/// Called by the Draggable2D object when the it enters the drag target.
///
public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject)
{
if (this.targetObjects != null && this.draggableObjects !=null &&
this.draggableObjects.Contains(draggableObject) &&
this.targetObjects.Contains(targetObject))
{
overTarget = true;
targetCollider = targetObject;
}
}
///
/// Called by the Draggable2D object when the it exits the drag target.
///
public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject)
{
if (this.targetObjects != null && this.draggableObjects !=null &&
this.draggableObjects.Contains(draggableObject) &&
this.targetObjects.Contains(targetObject))
{
overTarget = false;
targetCollider = null;
}
}
///
/// Called by the Draggable2D object when the the drag ends over the drag target.
///
public virtual void OnDragCompleted(Draggable2D draggableObject)
{
if (this.draggableObjects.Contains(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.
draggableRef.Set(draggableObject.gameObject);
targetRef.Set(targetCollider.gameObject);
overTarget = false;
targetCollider = null;
ExecuteBlock();
}
}
public override string GetSummary()
{
string summary = "Draggable: ";
if (this.draggableObjects != null && this.draggableObjects.Count != 0)
{
for (int i = 0; i < this.draggableObjects.Count; i++)
{
if (draggableObjects[i] != null)
{
summary += draggableObjects[i].name + ",";
}
}
}
summary += "\nTarget: ";
if (this.targetObjects != null && this.targetObjects.Count != 0)
{
for (int i = 0; i < this.targetObjects.Count; i++)
{
if (targetObjects[i] != null)
{
summary += targetObjects[i].name + ",";
}
}
}
if (summary.Length == 0)
{
return "None";
}
return summary;
}
#endregion
}
}