private void Update() { if (IsDragging) { Vector3 mousePosition = GameManager.UICamera.ScreenToWorldPoint(Input.mousePosition); mousePosition.z = ItemRtf.position.z; SelectedItem.GetComponent <RectTransform>().position = mousePosition; Debug.Log(mousePosition); } }
IEnumerator SetSelectedItem(List <RectTransform> StageListing) { Debug.Log("StageSlider : We've reached Step 2"); yield return(new WaitForEndOfFrame()); string CurrentSceneName = FindObjectOfType <GameManager>().StageMan.CurrentSceneName(); foreach (RectTransform item in StageListing) { //So then we check the rects for a button component //Within that button component we have stage Data in that data is a name //If that name matches what our GM's Current Stage name is we've found the item we're looking for if (item.GetComponent <StageSelectBtn>().Data.SceneName == CurrentSceneName) { //.Data.SceneName == CurrentStageName Debug.Log("StageSlider : Setting Selected item to " + CurrentSceneName);//+ item.GetComponent<StageSelectBtn>().Data); //Then we our selected item to be the item we found SelectedItem = item; //Also tell the menu Manager what we're supposed to be focusing FindObjectOfType <GameManager>().MenuMan.SetFocus(SelectedItem.gameObject); break; } } Debug.Log("StageSlider : We've reached Step 3"); if (SelectedItem.GetComponent <StageSelectBtn>().Edge == SlideToEdge.NONE) { CheckPosition(SelectedItem); } else { PressToEdge(SelectedItem.GetComponent <StageSelectBtn>().Edge, SelectedItem); } }
public bool DropSelectedItem() { if (SelectedItem != null) { // !!! TODO implement properly SelectedItem.transform.parent = null; SelectedItem.transform.position = Vector3.zero; // !!! TODO drop on ground SelectedItem.transform.rotation = Quaternion.identity; // enable gameobject and item interact collider SelectedItem.gameObject.SetActive(true); Collider c = SelectedItem.GetComponent <Collider>(); if (c != null) { c.enabled = true; } SelectedItem = null; // remove reference to item return(true); } return(false); }