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