using UnityEngine.EventSystems;
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using UnityEngine;
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using UnityEngine.UI;
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namespace vnxbqy.UI
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{
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public class MoveObj : MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler
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{
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private Vector3 vec3;
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private Vector3 pos;
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public const string GMInputPos_Key = "GMInputPos";
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private float[] gmInputPos = new float[3];
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private void OnEnable()
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{
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if (LocalSave.GetFloatArray(GMInputPos_Key) != null)
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{
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gmInputPos = LocalSave.GetFloatArray(GMInputPos_Key);
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transform.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(gmInputPos[0], gmInputPos[1], gmInputPos[2]);
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}
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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GameObject _moveObj = eventData.pointerDrag;
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vec3 = Input.mousePosition;
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pos = transform.GetComponent<RectTransform>().anchoredPosition3D;
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}
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public void OnDrag(PointerEventData eventData)
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{
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Vector3 off = Input.mousePosition - vec3;
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vec3 = Input.mousePosition;
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pos = pos + off;
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if (pos.x > -506 && pos.y > -318 && pos.x < 515 && pos.y < 336)
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{
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transform.GetComponent<RectTransform>().anchoredPosition3D = pos;
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gmInputPos[0] = pos.x;
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gmInputPos[1] = pos.y;
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gmInputPos[2] = pos.z;
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LocalSave.SetFloatArray(GMInputPos_Key, gmInputPos);
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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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DebugEx.Log(pos.x + "和" + pos.y);
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}
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}
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}
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