108 lines
3.8 KiB
C#
108 lines
3.8 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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using Lean.Common;
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using System.Collections.Generic;
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namespace Lean.Touch
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{
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/// <summary>This script allows you to change the color of the SpriteRenderer attached to the current GameObject.</summary>
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[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanSelectableDrop")]
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[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Selectable Drop")]
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public class LeanSelectableDrop : LeanSelectableByFingerBehaviour
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{
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public enum IgnoreType
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{
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None,
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ThisGameObject,
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ThisGameObjectAndAncestors
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}
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[System.Serializable] public class GameObjectEvent : UnityEvent<GameObject> {}
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[System.Serializable] public class IDropHandlerEvent : UnityEvent<IDropHandler> {}
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/// <summary>When this object is dropped, should its GameObject layer be temporarily switched to IgnoreRaycast, so the drop can pass through it?
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/// None = Make no changes.
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/// ThisGameObject = Change this GameObject's layer only.
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/// ThisGameObjectAndAncestors = Change this GameObject and its ancestors's layers.</summary>
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public IgnoreType Ignore { set { ignore = value; } get { return ignore; } } [SerializeField] private IgnoreType ignore = IgnoreType.ThisGameObjectAndAncestors;
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public LeanScreenQuery ScreenQuery = new LeanScreenQuery(LeanScreenQuery.MethodType.Raycast);
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/// <summary>Called on the first frame the conditions are met.
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/// GameObject = The GameObject instance this was dropped on.</summary>
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public GameObjectEvent OnGameObject { get { if (onGameObject == null) onGameObject = new GameObjectEvent(); return onGameObject; } } [SerializeField] private GameObjectEvent onGameObject;
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/// <summary>Called on the first frame the conditions are met.
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/// IDropHandler = The IDropHandler instance this was dropped on.</summary>
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public IDropHandlerEvent OnDropHandler { get { if (onDropHandler == null) onDropHandler = new IDropHandlerEvent(); return onDropHandler; } } [SerializeField] private IDropHandlerEvent onDropHandler;
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protected override void OnSelectedFingerUp(LeanFinger finger)
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{
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if (ignore != IgnoreType.None)
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{
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LeanScreenQuery.ChangeLayers(gameObject, ignore == IgnoreType.ThisGameObjectAndAncestors, false);
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}
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var dropHandler = default(IDropHandler);
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var root = default(Component);
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var worldPosition = default(Vector3);
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var query = ScreenQuery.TryQuery(gameObject, finger.ScreenPosition, ref dropHandler, ref root, ref worldPosition);
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LeanScreenQuery.RevertLayers();
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if (query == true)
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{
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dropHandler.HandleDrop(gameObject, finger);
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if (onGameObject != null)
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{
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onGameObject.Invoke(root.gameObject);
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}
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if (onDropHandler != null)
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{
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onDropHandler.Invoke(dropHandler);
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}
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Touch.Editor
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{
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using TARGET = LeanSelectableDrop;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSelectableDrop_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("ignore", "When this object is dropped, should its GameObject layer be temporarily switched to IgnoreRaycast, so the drop can pass through it?\n\nNone = Make no changes.\n\nThisGameObject = Change this GameObject's layer only.\n\nThisGameObjectAndAncestors = Change this GameObject and its ancestors's layers.");
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Draw("ScreenQuery");
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Separator();
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var usedA = Any(tgts, t => t.OnGameObject.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnDropHandler.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onGameObject");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onDropHandler");
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}
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}
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}
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}
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#endif |