예제 #1
0
    /// <summary>
    /// Start the dragging operation.
    /// </summary>

    void OnDragStart()
    {
        if (!enabled || mTouchID != int.MinValue)
        {
            return;
        }

        // If we have a restriction, check to see if its condition has been met first
        if (restriction != Restriction.None)
        {
            if (restriction == Restriction.Horizontal)
            {
                UnityEngine.Vector2 delta = UICamera.currentTouch.totalDelta;
                if (UnityEngine.Mathf.Abs(delta.x) < UnityEngine.Mathf.Abs(delta.y))
                {
                    return;
                }
            }
            else if (restriction == Restriction.Vertical)
            {
                UnityEngine.Vector2 delta = UICamera.currentTouch.totalDelta;
                if (UnityEngine.Mathf.Abs(delta.x) > UnityEngine.Mathf.Abs(delta.y))
                {
                    return;
                }
            }
            else if (restriction == Restriction.PressAndHold)
            {
                if (mPressTime + 1f > RealTime.time)
                {
                    return;
                }
            }
        }

        if (cloneOnDrag)
        {
            UnityEngine.Vector3 screenPos = new UnityEngine.Vector3(UICamera.currentTouch.pos.x, UICamera.currentTouch.pos.y, 0);
            UnityEngine.Vector3 pos       = UICamera.mainCamera.ScreenToWorldPoint(screenPos);
            //将clone放在UISkillSetting或者UISkillStorage下
            UnityEngine.GameObject clone        = null;
            UISkillSetting         skillSetting = NGUITools.FindInParents <UISkillSetting>(gameObject);
            if (skillSetting != null)
            {
                clone = NGUITools.AddChild(skillSetting.gameObject, gameObject);
            }
            else
            {
                UISkillStorage skillStorage = NGUITools.FindInParents <UISkillStorage>(gameObject);
                if (skillStorage != null)
                {
                    clone = NGUITools.AddChild(skillStorage.gameObject, gameObject);
                }
            }
            clone.transform.position      = pos;
            clone.transform.localRotation = transform.localRotation;
            clone.transform.localScale    = transform.localScale;

            UIButtonColor bc = clone.GetComponent <UIButtonColor>();
            if (bc != null)
            {
                bc.defaultColor = GetComponent <UIButtonColor>().defaultColor;
            }

            UICamera.Notify(UICamera.currentTouch.pressed, "OnPress", false);

            UICamera.currentTouch.pressed = clone;
            UICamera.currentTouch.dragged = clone;

            UIDragDropForSkill item      = clone.GetComponent <UIDragDropForSkill>();
            UISkillSlot        skillSlot = this.GetComponent <UISkillSlot>();
            if (null != skillSlot)
            {
                //如果拖动的Slot内不含有任何技能,则不允许拖动
                if (skillSlot.SkillId == -1 || (!skillSlot.m_IsUnlock && skillSlot.slotType == SlotType.SkillStorage))
                {
                    NGUITools.DestroyImmediate(clone);
                    return;
                }
                else
                {
                    skillSlot.SetIcon("");
                }
            }
            UISkillSlot cloneSlot = clone.GetComponent <UISkillSlot>();
            cloneSlot.SkillId  = skillSlot.SkillId;
            cloneSlot.slotType = skillSlot.slotType;
            item.Start();
            item.OnDragDropStart();
        }
        else
        {
            OnDragDropStart();
        }
    }
예제 #2
0
    /// <summary>
    /// Drop the item onto the specified object.
    /// </summary>

    protected virtual void OnDragDropRelease(UnityEngine.GameObject surface)
    {
        if (cloneOnDrag)
        {
            UISkillSlot dragedSlot = gameObject.GetComponent <UISkillSlot>();
            //判断dragedslot是属于SkillSeting下的还是SkillStorage下
            //从SkillSeting拖出
            if (dragedSlot.slotType == SlotType.SkillSetting)
            {
                UISkillSetting ddSkillSeting = null;
                UISkillPanel   skillPanel    = NGUITools.FindInParents <UISkillPanel>(gameObject);
                if (skillPanel != null)
                {
                    ddSkillSeting = skillPanel.uiSkillSetting;
                }
                if (ddSkillSeting == null)
                {
                    return;
                }
                if (surface == null)
                {
                    //通知卸载该技能
                    ddSkillSeting.UnloadSkill(dragedSlot);
                    NGUITools.Destroy(gameObject);
                    return;
                }
                UISkillSlot surfaceSlot = surface.GetComponent <UISkillSlot>();
                if (surfaceSlot != null)
                {
                    //surface含有UISkillSlot组件并属于SkillSeting或者SkillStorage时,进行交换
                    if (surfaceSlot.slotType == SlotType.SkillSetting)
                    {
                        ddSkillSeting.ExchangeSlot(dragedSlot, surfaceSlot);
                    }
                    else
                    {
                        //技能图标拖到非SkillSetting和非SkillStorage上时,卸载
                        ddSkillSeting.UnloadSkill(dragedSlot);
                    }
                }
                else
                {
                    //surface没有怪UISkillSlot时,卸载
                    ddSkillSeting.UnloadSkill(dragedSlot);
                }
                NGUITools.Destroy(gameObject);
            }
            //从SkillStorage拖出
            else if (dragedSlot.slotType == SlotType.SkillStorage)
            {
                UISkillStorage ddSkillStorage = NGUITools.FindInParents <UISkillStorage>(gameObject);
                if (null == ddSkillStorage)
                {
                    return;
                }
                //surface为空的话需要重置dragedslot
                if (surface == null)
                {
                    ddSkillStorage.ResetSlot(dragedSlot);
                    NGUITools.Destroy(gameObject);
                    return;
                }
                UISkillSlot surfaceSlot = surface.GetComponent <UISkillSlot>();
                if (surfaceSlot != null)
                {
                    if (surfaceSlot.slotType == SlotType.SkillSetting)
                    {
                        //从Storage拖到SkillSetting时,交换
                        ddSkillStorage.ExchangeSlot(dragedSlot, surfaceSlot);
                        ddSkillStorage.ResetSlot(dragedSlot);
                    }
                    else
                    {
                        //如果surface不是SkillSetting类型时,重置
                        ddSkillStorage.ResetSlot(dragedSlot);
                    }
                }
                else
                {
                    //surface中不含有UISkillSlot组件时,重置
                    ddSkillStorage.ResetSlot(dragedSlot);
                }
                NGUITools.Destroy(gameObject);
            }
        }
    }