Example #1
0
 private void OnClick()
 {
     if (dialogController != null)
     {
         dialogController.SendMessage("OnDisplayItemSelected", this, SendMessageOptions.DontRequireReceiver);
     }
 }
Example #2
0
 void OnSelect()
 {
     //Debug.Log( "###########################     on Select ~~~~~" );
     if (dialogController != null)
     {
         dialogController.SendMessage("OnSlotSelected", this, SendMessageOptions.DontRequireReceiver);
     }
 }
Example #3
0
    void Update()
    {
        //if (mSprite.atlas != null)
        {
            //Vector3 pos = Input.mousePosition;
            Vector3 pos = Vector3.zero;

            if (uiCamera != null)
            {
                if (Input.touchCount == 1)
                {
                    // we've got only a single touch here, handle what it comes
                    Touch touch = Input.GetTouch(0);
                    pos = touch.position;
                }
                else
                {
                    pos = Input.mousePosition;

                    /*
                     * if ( Input.touchCount == 0 && mSprite.atlas != null )
                     * {
                     *      Debug.Log ( "###################     mouse down : " + Input.GetMouseButtonDown( 0 ) );
                     *      Debug.Log ( "###################     mouse up : " + Input.GetMouseButtonUp( 0 ) );
                     * }
                     */
                    if ((Input.GetMouseButtonUp(0) && mSprite.atlas != null))
                    {
                        if (dialogController != null)
                        {
                            mSprite.atlas = null;
                            dialogController.SendMessage("OnCursorUpError", this, SendMessageOptions.DontRequireReceiver);
                        }
                    }
                }


                // Since the screen can be of different than expected size, we want to convert
                // mouse or touch coordinates to view space, then convert that to world position.
                pos.x           = Mathf.Clamp01(pos.x / Screen.width);
                pos.y           = Mathf.Clamp01(pos.y / Screen.height);
                mTrans.position = uiCamera.ViewportToWorldPoint(pos);

                //Debug.Log( "##########################################     position: " + mTrans.position );


                // For pixel-perfect results
                if (uiCamera.isOrthoGraphic)
                {
                    mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(mTrans.localPosition, mTrans.localScale);
                }
            }
            else
            {
                // Simple calculation that assumes that the camera is of fixed size
                pos.x -= Screen.width * 0.5f;
                pos.y -= Screen.height * 0.5f;
                mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(pos, mTrans.localScale);
            }
        }
    }