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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle.
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/// </summary>
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/Interaction/Drag Object")]
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public class UIDragObject : MonoBehaviour
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{
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public enum DragEffect
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{
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None,
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Momentum,
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MomentumAndSpring,
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}
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/// <summary>
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/// Target object that will be dragged.
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/// </summary>
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public Transform target;
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/// <summary>
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/// Panel that will be used for constraining the target.
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/// </summary>
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public UIPanel panelRegion;
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/// <summary>
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/// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction.
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/// </summary>
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public Vector3 dragMovement { get { return scale; } set { scale = value; } }
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/// <summary>
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/// Momentum added from the mouse scroll wheel.
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/// </summary>
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public Vector3 scrollMomentum = Vector3.zero;
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/// <summary>
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/// Whether the dragging will be restricted to be within the parent panel's bounds.
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/// </summary>
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public bool restrictWithinPanel = false;
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/// <summary>
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/// Rectangle to be used as the draggable object's bounds. If none specified, all widgets' bounds get added up.
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/// </summary>
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public UIRect contentRect = null;
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/// <summary>
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/// Effect to apply when dragging.
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/// </summary>
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public DragEffect dragEffect = DragEffect.MomentumAndSpring;
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/// <summary>
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/// How much momentum gets applied when the press is released after dragging.
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/// </summary>
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public float momentumAmount = 35f;
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// Obsolete property. Use 'dragMovement' instead.
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[SerializeField] protected Vector3 scale = new Vector3(1f, 1f, 0f);
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// Obsolete property. Use 'scrollMomentum' instead.
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[SerializeField][HideInInspector] float scrollWheelFactor = 0f;
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Plane mPlane;
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Vector3 mTargetPos;
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Vector3 mLastPos;
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Vector3 mMomentum = Vector3.zero;
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Vector3 mScroll = Vector3.zero;
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Bounds mBounds;
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int mTouchID = 0;
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bool mStarted = false;
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bool mPressed = false;
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/// <summary>
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/// Auto-upgrade the legacy data.
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/// </summary>
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void OnEnable ()
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{
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if (scrollWheelFactor != 0f)
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{
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scrollMomentum = scale * scrollWheelFactor;
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scrollWheelFactor = 0f;
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}
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if (contentRect == null && target != null && Application.isPlaying)
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{
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UIWidget w = target.GetComponent<UIWidget>();
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if (w != null) contentRect = w;
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}
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mTargetPos = (target != null) ? target.position : Vector3.zero;
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}
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void OnDisable () { mStarted = false; }
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/// <summary>
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/// Find the panel responsible for this object.
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/// </summary>
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void FindPanel ()
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{
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panelRegion = (target != null) ? UIPanel.Find(target.transform.parent) : null;
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if (panelRegion == null) restrictWithinPanel = false;
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}
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/// <summary>
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/// Recalculate the bounds of the dragged content.
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/// </summary>
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void UpdateBounds ()
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{
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if (contentRect)
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{
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Transform t = panelRegion.cachedTransform;
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Matrix4x4 toLocal = t.worldToLocalMatrix;
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Vector3[] corners = contentRect.worldCorners;
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for (int i = 0; i < 4; ++i) corners[i] = toLocal.MultiplyPoint3x4(corners[i]);
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mBounds = new Bounds(corners[0], Vector3.zero);
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for (int i = 1; i < 4; ++i) mBounds.Encapsulate(corners[i]);
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}
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else
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{
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mBounds = NGUIMath.CalculateRelativeWidgetBounds(panelRegion.cachedTransform, target);
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}
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}
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/// <summary>
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/// Create a plane on which we will be performing the dragging.
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/// </summary>
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void OnPress (bool pressed)
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{
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// Unity's physics seems to break when timescale is not quite zero. Raycasts start to fail completely.
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float ts = Time.timeScale;
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if (ts < 0.01f && ts != 0f) return;
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if (enabled && NGUITools.GetActive(gameObject) && target != null)
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{
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if (pressed)
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{
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if (!mPressed)
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{
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// Remove all momentum on press
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mTouchID = UICamera.currentTouchID;
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mPressed = true;
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mStarted = false;
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CancelMovement();
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if (restrictWithinPanel && panelRegion == null) FindPanel();
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if (restrictWithinPanel) UpdateBounds();
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// Disable the spring movement
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CancelSpring();
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// Create the plane to drag along
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Transform trans = UICamera.currentCamera.transform;
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mPlane = new Plane((panelRegion != null ? panelRegion.cachedTransform.rotation : trans.rotation) * Vector3.back, UICamera.lastWorldPosition);
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}
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}
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else if (mPressed && mTouchID == UICamera.currentTouchID)
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{
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mPressed = false;
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if (restrictWithinPanel && dragEffect == DragEffect.MomentumAndSpring)
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{
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if (panelRegion.ConstrainTargetToBounds(target, ref mBounds, false))
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CancelMovement();
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}
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}
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}
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}
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/// <summary>
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/// Drag the object along the plane.
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/// </summary>
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void OnDrag (Vector2 delta)
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{
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if (mPressed && mTouchID == UICamera.currentTouchID && enabled && NGUITools.GetActive(gameObject) && target != null)
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{
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UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;
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Ray ray = UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos);
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float dist = 0f;
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if (mPlane.Raycast(ray, out dist))
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{
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Vector3 currentPos = ray.GetPoint(dist);
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Vector3 offset = currentPos - mLastPos;
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mLastPos = currentPos;
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if (!mStarted)
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{
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mStarted = true;
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offset = Vector3.zero;
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}
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if (offset.x != 0f || offset.y != 0f)
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{
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offset = target.InverseTransformDirection(offset);
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offset.Scale(scale);
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offset = target.TransformDirection(offset);
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}
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// Adjust the momentum
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if (dragEffect != DragEffect.None)
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mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f);
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// Adjust the position and bounds
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Vector3 before = target.localPosition;
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Move(offset);
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// We want to constrain the UI to be within bounds
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if (restrictWithinPanel)
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{
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mBounds.center = mBounds.center + (target.localPosition - before);
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// Constrain the UI to the bounds, and if done so, immediately eliminate the momentum
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if (dragEffect != DragEffect.MomentumAndSpring && panelRegion.ConstrainTargetToBounds(target, ref mBounds, true))
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CancelMovement();
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}
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}
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}
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}
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/// <summary>
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/// Move the dragged object by the specified amount.
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/// </summary>
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void Move (Vector3 worldDelta)
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{
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if (panelRegion != null)
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{
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mTargetPos += worldDelta;
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target.position = mTargetPos;
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Vector3 after = target.localPosition;
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after.x = Mathf.Round(after.x);
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after.y = Mathf.Round(after.y);
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target.localPosition = after;
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UIScrollView ds = panelRegion.GetComponent<UIScrollView>();
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if (ds != null) ds.UpdateScrollbars(true);
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}
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else target.position += worldDelta;
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}
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/// <summary>
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/// Apply the dragging momentum.
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/// </summary>
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void LateUpdate ()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) return;
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#endif
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if (target == null) return;
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float delta = RealTime.deltaTime;
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mMomentum -= mScroll;
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mScroll = NGUIMath.SpringLerp(mScroll, Vector3.zero, 20f, delta);
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// No momentum? Exit.
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if (mMomentum.magnitude < 0.0001f) return;
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if (!mPressed)
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{
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// Apply the momentum
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if (panelRegion == null) FindPanel();
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Move(NGUIMath.SpringDampen(ref mMomentum, 9f, delta));
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if (restrictWithinPanel && panelRegion != null)
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{
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UpdateBounds();
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if (panelRegion.ConstrainTargetToBounds(target, ref mBounds, dragEffect == DragEffect.None))
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{
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CancelMovement();
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}
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else CancelSpring();
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}
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// Dampen the momentum
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NGUIMath.SpringDampen(ref mMomentum, 9f, delta);
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// Cancel all movement (and snap to pixels) at the end
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if (mMomentum.magnitude < 0.0001f) CancelMovement();
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}
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else NGUIMath.SpringDampen(ref mMomentum, 9f, delta);
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}
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/// <summary>
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/// Cancel all movement.
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/// </summary>
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public void CancelMovement ()
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{
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if (target != null)
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{
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Vector3 pos = target.localPosition;
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pos.x = Mathf.RoundToInt(pos.x);
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pos.y = Mathf.RoundToInt(pos.y);
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pos.z = Mathf.RoundToInt(pos.z);
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target.localPosition = pos;
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}
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mTargetPos = (target != null) ? target.position : Vector3.zero;
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mMomentum = Vector3.zero;
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mScroll = Vector3.zero;
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}
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/// <summary>
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/// Cancel the spring movement.
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/// </summary>
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public void CancelSpring ()
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{
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SpringPosition sp = target.GetComponent<SpringPosition>();
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if (sp != null) sp.enabled = false;
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}
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/// <summary>
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/// If the object should support the scroll wheel, do it.
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/// </summary>
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void OnScroll (float delta)
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{
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if (enabled && NGUITools.GetActive(gameObject))
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mScroll -= scrollMomentum * (delta * 0.05f);
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}
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}
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