public void OnPointerDown(PointerEventData eventData) { fore.gameObject.SetActive(true); backGround.gameObject.SetActive(true); fore.transform.position = AmendMousePosition(); state = HandShankState.Active; }
public void OnPointerDown(PointerEventData eventData) { this.m_Fore.SetActive(true); this.m_BackGround.SetActive(true); if (this.m_Arrow) { this.m_Arrow.SetActive(true); } UpdateArrowDirection(); var mousePosition = ClampMousePosition(eventData.position, eventData.pressEventCamera); this.m_Fore.transform.position = mousePosition; var backGroundPosition = mousePosition; if (this.m_MovePort != null) { var min = UIUtil.GetMinWorldPosition(this.m_MovePort); var max = UIUtil.GetMaxWorldPosition(this.m_MovePort); backGroundPosition = backGroundPosition.SetX(Mathf.Clamp(mousePosition.x, min[0], max[0])); backGroundPosition = backGroundPosition.SetY(Mathf.Clamp(mousePosition.y, min[1], max[1])); } this.m_BackGround.position = backGroundPosition; this.state = HandShankState.Active; }
public void OnPointerUp(PointerEventData eventData) { fore.gameObject.SetActive(false); backGround.gameObject.SetActive(false); state = HandShankState.UnActive; }
private void OnEnable() { fore.gameObject.SetActive(false); backGround.gameObject.SetActive(false); state = HandShankState.UnActive; }
public void OnPointerUp(PointerEventData eventData) { Hide(this.m_HideOnRelease); ResetPosition(); this.state = HandShankState.UnActive; }
private void OnEnable() { Hide(this.m_HideOnRelease); ResetPosition(); this.state = HandShankState.UnActive; }