先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
80 lines
1.9 KiB
C#
80 lines
1.9 KiB
C#
using UnityEngine;
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using UnityEngine.EventSystems;
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public class UIDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler
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{
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//按下回调
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public System.Action OnPointerDownCall;
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public System.Action OnPointerUpCall;
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//开始拖动回调
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public System.Action OnBeginDragCall;
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//拖动中回调
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public System.Action<PointerEventData> OnDragCall;
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//拖动结束回调
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public System.Action OnEndDragCall;
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bool isdrag = false;
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public bool isTouchTwo = false;
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public void OnPointerDown(PointerEventData eventData)
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{
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OnPointerDownCall?.Invoke();
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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OnPointerUpCall?.Invoke();
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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#if UNITY_EDITOR
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if (Input.GetMouseButton(0))
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#else
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if (Input.touchCount == 1 || Input.touchCount == 2)
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#endif
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{
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OnBeginDragCall?.Invoke();
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isdrag = true;
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}
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}
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public void OnDrag(PointerEventData eventData)
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{
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OnDragCall?.Invoke(eventData);
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if (isTouchTwo)
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{
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#if !UNITY_EDITOR
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//if (Input.touchCount == 1)
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//{
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// if (!isdrag)
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// {
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// OnBeginDragCall?.Invoke();
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// isdrag = true;
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// }
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//}
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//else
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if (Input.touchCount == 2)
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{
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//双指操作
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if (isdrag)
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{
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OnEndDragCall?.Invoke();
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isdrag = false;
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}
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}
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#endif
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}
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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if (isdrag)
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{
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OnEndDragCall?.Invoke();
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isdrag = false;
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}
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}
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//双指操作
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} |