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81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
2 months ago
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Linq;
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using D2D.Utilities;
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using D2D;
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using D2D.Gameplay;
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using UnityEngine.EventSystems;
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using static D2D.Utilities.SettingsFacade;
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using static D2D.Utilities.CommonLazyFacade;
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using static D2D.Utilities.CommonGameplayFacade;
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namespace D2D
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{
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public class DragByMouseOnSurface : SmartScript
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{
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[SerializeField] private LayerMask _surface;
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[SerializeField] private Vector3 _offset;
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[SerializeField] private Vector3 _originalRotation;
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[HideInInspector] public bool canDrag = true;
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public bool IsDragging { get; private set; }
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private Rigidbody _rb;
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private LayerMask _defaultLayer;
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private void Start()
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{
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_rb = Get<Rigidbody>();
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_defaultLayer = gameObject.layer;
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}
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public void OnClickDown()
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{
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if (!canDrag)
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return;
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// gameObject.layer = _gameData.draggableLayer.ToLayer();
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// Only 1 time
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if (IsDragging)
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return;
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IsDragging = true;
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_rb.IfNotNull(r => r.constraints = RigidbodyConstraints.FreezeRotation);
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// _rb.isKinematic = true;
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transform.eulerAngles = _originalRotation;
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}
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private void OnClickUp()
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{
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// Only 1 time
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if (!IsDragging)
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return;
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IsDragging = false;
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// gameObject.layer = _gameData.braceletPart.partsLayer.ToLayer();
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_rb.IfNotNull(r => r.constraints = RigidbodyConstraints.None);
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// _rb.isKinematic = false;
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}
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private void Update()
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{
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if (DInput.IsMouseReleased || !DInput.IsMousePressing)
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OnClickUp();
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if (!DInput.IsMousePressing || !IsDragging || !canDrag)
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return;
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var ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hitInfo, 999f, _surface))
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{
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transform.position = hitInfo.point + _offset;
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}
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}
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}
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}
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