// When passing over a slot, make it the slot this will return to when releasing the mouse public void onSlot(FuzzyGUISlot slot) { if (this.slot) this.slot.removeElement(); // Notice the last slot that this is removed this.slot = slot; this.transform.parent = slot.transform; // Parent to the slot! if (!dragged && slot) setTarget(Vector3.zero); // setTarget(slot.transform.position); }
public void Awake() { base.Awake(); //textMesh.characterSize = 12; //textMesh.transform.localPosition = new Vector3(0,20,0); GameObject slotPrefab = Resources.Load("GUISlotPrefab") as GameObject; // INPUT // The subject GameObject slotGo; slotGo = Instantiate(slotPrefab) as GameObject; slotGo.transform.parent = transform; slotGo.transform.localPosition = new Vector3(0,0,0); inSubSlot = slotGo.GetComponent<FuzzyGUISlot>(); inSubSlot.addListener(0,this); inSubSlot.setAttachTo(GUIElementType.SUBJECT); inSubSlot.setName("InSub"); // The adjective slotGo = Instantiate(slotPrefab) as GameObject; slotGo.transform.parent = transform; slotGo.transform.localPosition = new Vector3(X_SPAN*1,0,0); inAdjSlot = slotGo.GetComponent<FuzzyGUISlot>(); inAdjSlot.addListener(1,this); inAdjSlot.setAttachTo(GUIElementType.ADJECTIVE); inAdjSlot.setName("InAdj"); // OUTPUT // The subject slotGo = Instantiate(slotPrefab) as GameObject; slotGo.transform.parent = transform; slotGo.transform.localPosition = new Vector3(X_SPAN*2,0,0); outSubSlot = slotGo.GetComponent<FuzzyGUISlot>(); outSubSlot.addListener(2,this); outSubSlot.setAttachTo(GUIElementType.SUBJECT); outSubSlot.setName("OutSub"); // The adjective slotGo = Instantiate(slotPrefab) as GameObject; slotGo.transform.parent = transform; slotGo.transform.localPosition = new Vector3(X_SPAN*3,0,0); outAdjSlot = slotGo.GetComponent<FuzzyGUISlot>(); outAdjSlot.addListener(3,this); outAdjSlot.setAttachTo(GUIElementType.ADJECTIVE); outAdjSlot.setName("OutAdj"); parseRule(); }