Example #1
0
    //might move listening to individual placement areas.
    public void OnEndDrag(EndDragEvent ev)
    {
        //temp solution
        if (RoadCheck(ev.obj))
        {
            return;
        }

        PlacementArea targetArea   = null;
        SIZE          buildingSize = ev.obj.GetComponent <PlaceableObject>().Size;

        foreach (PlacementArea pa in placementAreas)
        {
            pa.DisableLight();
            if (pa.IsMarked && pa.Size.Equals(buildingSize))
            {
                targetArea = pa;
            }
        }

        if (targetArea == null)
        {
            Destroy(ev.obj);
            return;
        }

        ev.obj.GetComponent <PlaceableObject>().SnapToArea(targetArea);
    }
Example #2
0
 /// <summary>
 /// 触发结束拖拽事件
 /// </summary>
 public void EndDrag(UnityEngine.Vector2 v2)
 {
     Heigth = v2.y;
     if (EndDragEvent != null)
     {
         EndDragEvent.Invoke(this, heigth);
     }
 }
Example #3
0
 /// <summary>
 /// 触发结束拖拽事件
 /// </summary>
 public void EndDrag(UnityEngine.Vector2 v2)
 {
     Width = v2.x;
     if (EndDragEvent != null)
     {
         EndDragEvent.Invoke(this, Width);
     }
 }
Example #4
0
 public void OnEndDrag(PointerEventData eventData)
 {
     EndDragEvent?.Invoke();
     if (m_UseCount > 0)
     {
         GetComponent <Rigidbody2D>().gravityScale = 1;
     }
     else
     {
         CollectableManager.Instance.RemoveCollection(this);
     }
 }
Example #5
0
 private void DoEndDrag(Vector2 pos)
 {
     EndDragEvent?.Invoke(pos);
 }
    public void ChangeRoad(EndDragEvent ev) // varför event? gör som med vanliga placement area, så slipper man iterera genom alla vägar och se vilken som är närmast släppet
    {
        //get roadtype the placing road has (bicycle, regular...)

        //instantiate that type of piece with this ID and give this(roadpiece that this script is attached to) rotation and transform.
    }
Example #7
0
 public void OnEndDragEvent(Slot slot)
 {
     EndDragEvent?.Invoke(slot);
 }