【发布时间】:2016-02-10 06:02:50
【问题描述】:
我正在尝试创建一个简单的拖放清单,它的工作原理与使用下面的脚本一样:
public static GameObject itemBeingDragged;
Vector3 startPosition;
Transform startParent;
#region IPointerDownHandler implementation
public void OnPointerDown(PointerEventData eventdata){
transform.SetParent(PREFABS.instance.canvas);
itemBeingDragged = gameObject;
transform.SetAsLastSibling();
Vector3 zoomUp = PREFABS.instance.originalTileSize*1.5f;
LeanTween.scale(itemBeingDragged.GetComponent<RectTransform>(), zoomUp, 0.1f).setDelay(0f);
}
#endregion
#region IBeginDragHandler implementation
public void OnBeginDrag(PointerEventData eventdata){
startPosition = transform.position;
startParent = transform.parent;
GetComponent<CanvasGroup>().blocksRaycasts = false;
}
#endregion
#region IDragHandler implementation
public void OnDrag(PointerEventData eventData){
transform.position = Input.mousePosition;
}
#endregion
#region IEndDragHandler implementation
public void OnEndDrag(PointerEventData eventData){
itemBeingDragged = null;
GetComponent<CanvasGroup>().blocksRaycasts = true;
if(transform.parent == startParent){
transform.position = startPosition;
}
}
#endregion
#region IPointerUpHandler implementation
public void OnPointerUp(PointerEventData eventData){
LeanTween.scale(itemBeingDragged.GetComponent<RectTransform>(), PREFABS.instance.fieldSize, 0.2f).setDelay(0f);
}
#endregion
我的问题是。如何获取和存储释放拖动的游戏对象的游戏对象?
任何帮助表示赞赏并提前感谢:-)
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