Esempio n. 1
0
    void startMoving()
    {
        ConnectedSet.pieceForAlign = (connectedSet == null) ? null : this;
        MovingTarget = (connectedSet != null) ? connectedSet : this as IPuzzleLayer;
        MovingTarget.BeforeMoving();

        // 記下位置
        oldLocalPos  = MovingTarget.GetTransform().localPosition;
        beginDragPos = Input.mousePosition;

        onMoving = true;
    }
Esempio n. 2
0
    void movingPiece()
    {
        //https://docs.unity3d.com/ScriptReference/Input-mousePosition.html
        //這裡是Sreen的delta
        var delta = (Input.mousePosition - beginDragPos);

        delta = screenVectorToWorld(delta);

        var localDelta = GetParentTransform().InverseTransformVector(delta);

        MovingTarget.GetTransform().localPosition = oldLocalPos + localDelta;

        var pocket = PuzzlePiecePocket.Instance;
        var nowX   = transform.position.x;

        if (nowX < pocket.GetBorder()) // group區
        {
            if (inPocket)
            {
                pocket.removeFromPocket(this);
            }
        }
        else // Pocket區
        {
            // 已經拼好的,就不能放回口袋
            if (connectedSet != null)
            {
                return;
            }

            //轉換回Pocket的local space
            var pos = transform.position;
            pos = PuzzlePiecePocket.Instance.transform.InverseTransformPoint(pos);
            var localZ = pos.z;

            var nowIndex = pocket.getInsertIndex(localZ, inPocket);
            if (!inPocket) // 不在口袋裡,就加進去
            {
                pocket.addToPocket(nowIndex, this, false);
            }
            else
            {
                if (nowIndexInPocket != nowIndex)
                {
                    pocket.swapInPocket(nowIndexInPocket, nowIndex);//交換
                }
            }
        }
    }