// Use this for initialization void Start() { main = Camera.main.GetComponent <DragTestMain>(); GameObject.Find("DragStart").GetComponent <Renderer>().enabled = false; GameObject.Find("Dragging").GetComponent <Renderer>().enabled = false; GameObject.Find("DragEnd").GetComponent <Renderer>().enabled = false; sprite = GetComponent <OTSprite>(); // mark this sprite to be draggable sprite.draggable = true; // hookup our drag events sprite.onDragStart = DragStart; sprite.onDragEnd = DragEnd; sprite.onDragging = Dragging; sprite.onReceiveDrop = ReceiveDrop; // when we drag we will drag the sprite at depth -50 // so the sprite will always be ontop when dragging // it will snap back into its original position on release sprite.dragDepth = -50; // when we drag we will drag the sprite at an alpha value // of 0.5f sprite.dragAlpha = .5f; // set the sprite world boundary sprite.BoundBy(GameObject.Find("back").GetComponent <OTObject>()); }
// Use this for initialization void Start() { main = Camera.main.GetComponent<DragTestMain>(); GameObject.Find("DragStart").renderer.enabled = false; GameObject.Find("Dragging").renderer.enabled = false; GameObject.Find("DragEnd").renderer.enabled = false; sprite = GetComponent<OTSprite>(); // mark this sprite to be draggable sprite.draggable = true; // hookup our drag events sprite.onDragStart = DragStart; sprite.onDragEnd = DragEnd; sprite.onDragging = Dragging; sprite.onReceiveDrop = ReceiveDrop; // when we drag we will drag the sprite at depth -50 // so the sprite will always be ontop when dragging // it will snap back into its original position on release sprite.dragDepth = -50; // when we drag we will drag the sprite at an alpha value // of 0.5f sprite.dragAlpha = .5f; // set the sprite world boundary sprite.BoundBy(GameObject.Find("back").GetComponent<OTObject>()); }