//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); }
/// <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); } }
/// <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); } }
public void OnEndDrag(PointerEventData eventData) { EndDragEvent?.Invoke(); if (m_UseCount > 0) { GetComponent <Rigidbody2D>().gravityScale = 1; } else { CollectableManager.Instance.RemoveCollection(this); } }
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. }
public void OnEndDragEvent(Slot slot) { EndDragEvent?.Invoke(slot); }