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//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2013 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// UIDragDropItem is a base script for your own Drag & Drop operations.
/// </summary>
[AddComponentMenu("NGUI/Interaction/Drag and Drop Item")]
public class UIDragDropItem : MonoBehaviour
{
public enum Restriction
{
None,
Horizontal,
Vertical,
PressAndHold,
}
/// <summary>
/// What kind of restriction is applied to the drag & drop logic before dragging is made possible.
/// </summary>
public Restriction restriction = Restriction.None;
#region Common functionality
protected Transform mTrans;
protected Transform mParent;
protected Collider mCollider;
protected UIRoot mRoot;
protected UIGrid mGrid;
protected UITable mTable;
protected int mTouchID = int.MinValue;
protected float mPressTime = 0f;
protected UIDragScrollView mDragScrollView = null;
/// <summary>
/// Cache the transform.
/// </summary>
protected virtual void Start ()
{
mTrans = transform;
mCollider = collider;
mDragScrollView = GetComponent<UIDragScrollView>();
}
/// <summary>
/// Record the time the item was pressed on.
/// </summary>
void OnPress (bool isPressed) { if (isPressed) mPressTime = RealTime.time; }
/// <summary>
/// Start the dragging operation.
/// </summary>
void OnDragStart ()
{
if (!enabled || mTouchID != int.MinValue) return;
// If we have a restriction, check to see if its condition has been met first
if (restriction != Restriction.None)
{
if (restriction == Restriction.Horizontal)
{
Vector2 delta = UICamera.currentTouch.totalDelta;
if (Mathf.Abs(delta.x) < Mathf.Abs(delta.y)) return;
}
else if (restriction == Restriction.Vertical)
{
Vector2 delta = UICamera.currentTouch.totalDelta;
if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y)) return;
}
else if (restriction == Restriction.PressAndHold)
{
if (mPressTime + 1f > RealTime.time) return;
}
}
// Automatically disable the scroll view
if (mDragScrollView != null) mDragScrollView.enabled = false;
// Disable the collider so that it doesn't intercept events
if (mCollider != null) mCollider.enabled = false;
mTouchID = UICamera.currentTouchID;
mParent = mTrans.parent;
mRoot = NGUITools.FindInParents<UIRoot>(mParent);
mGrid = NGUITools.FindInParents<UIGrid>(mParent);
mTable = NGUITools.FindInParents<UITable>(mParent);
// Re-parent the item
if (UIDragDropRoot.root != null)
mTrans.parent = UIDragDropRoot.root;
Vector3 pos = mTrans.localPosition;
pos.z = 0f;
mTrans.localPosition = pos;
// Notify the widgets that the parent has changed
NGUITools.MarkParentAsChanged(gameObject);
// Update the parent
OnDragDropStart();
}
/// <summary>
/// Perform the dragging.
/// </summary>
void OnDrag (Vector2 delta)
{
if (!enabled || mTouchID != UICamera.currentTouchID) return;
OnDragDropMove((Vector3)delta * mRoot.pixelSizeAdjustment);
}
/// <summary>
/// Notification sent when the drag event has ended.
/// </summary>
void OnDragEnd ()
{
if (!enabled || mTouchID != UICamera.currentTouchID) return;
mTouchID = int.MinValue;
// Enable the collider again
if (mCollider != null) mCollider.enabled = true;
// Drop the item
OnDragDropRelease(UICamera.hoveredObject);
// Update the grid and table references
mParent = mTrans.parent;
mGrid = NGUITools.FindInParents<UIGrid>(mParent);
mTable = NGUITools.FindInParents<UITable>(mParent);
// Re-enable the drag scroll view script
if (mDragScrollView != null)
mDragScrollView.enabled = true;
// Notify the widgets that the parent has changed
NGUITools.MarkParentAsChanged(gameObject);
OnDragDropEnd();
}
#endregion
/// <summary>
/// Perform any logic related to starting the drag & drop operation.
/// </summary>
protected virtual void OnDragDropStart ()
{
if (mTable != null) mTable.repositionNow = true;
if (mGrid != null) mGrid.repositionNow = true;
}
/// <summary>
/// Adjust the dragged object's position.
/// </summary>
protected virtual void OnDragDropMove (Vector3 delta)
{
mTrans.localPosition += delta;
}
/// <summary>
/// Drop the item onto the specified object.
/// </summary>
protected virtual void OnDragDropRelease (GameObject surface)
{
// Is there a droppable container?
UIDragDropContainer container = surface ? NGUITools.FindInParents<UIDragDropContainer>(surface) : null;
if (container != null)
{
// Container found -- parent this object to the container
mTrans.parent = (container.reparentTarget != null) ? container.reparentTarget : container.transform;
Vector3 pos = mTrans.localPosition;
pos.z = 0f;
mTrans.localPosition = pos;
}
else
{
// No valid container under the mouse -- revert the item's parent
mTrans.parent = mParent;
}
}
/// <summary>
/// Perform any logic related to finishing the drag & drop operation.
/// </summary>
protected virtual void OnDragDropEnd ()
{
if (mTable != null) mTable.repositionNow = true;
if (mGrid != null) mGrid.repositionNow = true;
}
}
|
Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|