public void OnDragStart(BaseEventData data) { var pointerData = data as PointerEventData; if (m_tempTransition != null) { Destroy(m_tempTransition.gameObject); } m_tempTransition = Instantiate(TransitionPrefab).GetComponent <TransitionElement>(); m_tempTransition.transform.SetParent(transform); m_tempTransition.transform.localPosition = Vector3.zero; m_tempTransition.transform.localScale = Vector3.one; m_tempTransition.gameObject.SetActive(true); m_tempTransition.SetData(State, null, null); }
public void EndDrag(BaseEventData data) { m_isDragging = false; var pointerData = data as PointerEventData; var node = pointerData.pointerCurrentRaycast.gameObject.GetComponent <EntryNode>(); if (node == null) { NextState = null; Destroy(m_tempTransition.gameObject); m_tempTransition = null; return; } NextState = node.State; if (NextState.GUID == State.GUID) { NextState = null; } TransitionNodes.Add(m_tempTransition); m_tempTransition.SetData(State, node, UiManager.LevelInstance.CurrentFile.DefaultTransition()); m_tempTransition = null; }