/// <summary> /// Let go the current bone being dragged. /// </summary> public void LetGoBone() { if (m_oDraggedBone == null) { if (AppConstants.VerboseLogging) { Debug.Log("No bone to let go"); } return; } m_oDraggedBone.LetGo(); m_oDraggedBone = null; }
/// <summary> /// Drag a bone around. /// </summary> public void DragBone() { GameObject _oBone = get(); if (m_oDraggedBone != null || _oBone == null || m_iTotalBones_Local <= 0) { if (AppConstants.VerboseLogging) { Debug.Log("Can't drag bones"); } return; } DecreaseBonesNumber(); _oBone.SetActive(true); m_oDraggedBone = _oBone.GetComponent <BoneBehaviour>(); m_oDraggedBone.Drag(); m_oAnturaBehaviour.AddBone(_oBone); }