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147 lines
3.4 KiB
147 lines
3.4 KiB
using UnityEngine; |
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using System.Collections; |
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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 released")] |
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public bool returnToStartPos = 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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protected Vector3 startingPosition; |
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protected bool updatePosition = false; |
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protected Vector3 newPosition; |
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protected virtual void OnMouseDown() |
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{ |
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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)); |
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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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} |
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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 (returnToStartPos) |
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{ |
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iTween.MoveTo(gameObject, startingPosition, returnDuration); |
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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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} |
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}
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