hellbound/Assets/Sources/Lean/Touch+/Scripts/LeanDrop.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
using Lean.Common;
namespace Lean.Touch
{
/// <summary>This component implements the 'IDroppable' interface, and will fire events when you drop something on it.</summary>
[HelpURL(LeanTouch.PlusHelpUrlPrefix + "LeanDrop")]
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Drop")]
public class LeanDrop : MonoBehaviour, IDropHandler
{
[System.Serializable] public class GameObjectLeanFingerEvent : UnityEvent<GameObject, LeanFinger> {}
/// <summary>Called on the first frame the conditions are met.
/// GameObject = The GameObject instance this was dropped.
/// LeanFinger = The LeanFinger instance this was used to drop the specified GameObject.</summary>
public GameObjectLeanFingerEvent OnDropped { get { if (onDropped == null) onDropped = new GameObjectLeanFingerEvent(); return onDropped; } } [SerializeField] private GameObjectLeanFingerEvent onDropped;
// Implemented from the IDroppable interface
public void HandleDrop(GameObject droppedGameObject, LeanFinger finger)
{
if (onDropped != null)
{
onDropped.Invoke(droppedGameObject, finger);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Touch.Editor
{
using TARGET = LeanDrop;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanDrop_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("onDropped");
}
}
}
#endif