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60 lines
1.6 KiB
60 lines
1.6 KiB
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("Sprites", |
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"Drag Completed", |
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"The sequence 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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ExecuteSequence(); |
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} |
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} |
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} |
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} |