using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using KTGMGemClient;
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public class ImageSkill : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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bool isDraging;
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public bool IsDraging
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{
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get
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{
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return isDraging;
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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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isDraging = true;
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tmpImage.raycastTarget = false;
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GuideCtrl.Ins.BeginDrag11_1();
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}
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Vector3 dragPos;
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public void OnDrag(PointerEventData eventData)
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{
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RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, eventData.position, eventData.enterEventCamera, out dragPos);
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//dragPos.z = 0;
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rectTransform.position = dragPos;
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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isDraging = false;
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if (skillRim != null)
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{
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//释放技能
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Debug.Log("释放技能");
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillRelease);
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gameObject.SetActive(false);
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}
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else
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{
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rectTransform.anchoredPosition = pos;
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tmpImage.raycastTarget = true;
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//返回原位,提示开始推拽
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GuideCtrl.Ins.EndDrag11_1();
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}
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}
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GameObject skillRim;
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Image tmpImage;
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Vector2 pos;
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public Vector2 GetStartP
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{
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get
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{
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return pos;
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}
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}
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RectTransform rectTransform;
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// Start is called before the first frame update
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private void Awake()
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{
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//imageFire1 = transform.parent.Find("Image_Fire1").GetComponent<ImageFire1>();
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tmpImage = GetComponent<Image>();
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rectTransform = GetComponent<RectTransform>();
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pos = rectTransform.anchoredPosition;
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}
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public void SetTarget(GameObject target)
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{
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skillRim = target;
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}
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}
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