I’ve got a draggable class the works great for dragging entire sprites but I need to modify it to register dragging only within a defined 2D polygon collider component of a sprite. How do I modify my script to work in this way?
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class DragHandling : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
{
public float partScale;
[HideInInspector] public Transform placeholderParent = null;
[HideInInspector] public Transform parentToReturnTo = null;
[HideInInspector] public GameObject trashCan;
[HideInInspector] public GameObject partsPanel;
[HideInInspector] public GameObject partsWindow;
[HideInInspector] public GameObject buildBoard;
GameObject placeholder = null;
GameObject dragLayer;
Vector3 buildPanelScale;
Vector3 partsPanelScale = new Vector3(1.0f, 1.0f, 1.0f);
void Start ()
{
dragLayer = GameObject.FindGameObjectWithTag(“DragLayer”);
buildBoard = GameObject.FindGameObjectWithTag(“Board”);
partsPanel = GameObject.FindGameObjectWithTag(“Parts”);
partsWindow = GameObject.FindGameObjectWithTag(“PartsWindow”);
trashCan = GameObject.FindGameObjectWithTag(“Trash”);
}
#region IPointerClickHandler implementation
public void OnPointerClick (PointerEventData eventData)
{
if(transform.parent.gameObject == buildBoard)
transform.SetAsLastSibling();
}
#endregion
#region IBeginDragHandler implementation
public void OnBeginDrag (PointerEventData eventData)
{
// create placeholder gap and hold correct position in layout
placeholder = new GameObject();
placeholder.transform.SetParent(transform.parent);
placeholder.transform.SetSiblingIndex(transform.GetSiblingIndex());
parentToReturnTo = transform.parent; // store current parent location
placeholderParent = parentToReturnTo; // set placeholder gameobject transform
GetComponent().blocksRaycasts = false; // turn off image raycasting when dragging image in order to see what’s behind the image
}
#endregion
#region IDragHandler implementation
public void OnDrag (PointerEventData eventData)
{
Vector3 mousePosition = new Vector3(eventData.position.x, eventData.position.y, 0);
transform.position = mousePosition; // set object coordinates to mouse coordinates
if(transform.parent.gameObject == partsPanel)
transform.SetParent(dragLayer.transform); // pop object to draglayer to move object out of parts Panel
if(transform.parent.gameObject == buildBoard)
transform.SetParent(dragLayer.transform);
}
#endregion
#region IEndDragHandler implementation
public void OnEndDrag (PointerEventData eventData)
{
transform.SetParent(parentToReturnTo); // Snaps object back to orginal parent if dropped outside of a dropzone
transform.SetSiblingIndex(placeholder.transform.GetSiblingIndex()); // Returns card back to placeholder location
GetComponent().blocksRaycasts = true; // turn Raycast back on
Destroy(placeholder); // kill the placeholder if object hits a drop zone or returns to parts panel
if(transform.parent.gameObject == buildBoard)
{
buildPanelScale = new Vector3(partScale, partScale, partScale);
transform.localScale = buildPanelScale;
transform.SetAsLastSibling(); // always place last piece on top
}
if(transform.parent.gameObject == partsPanel)
transform.localScale = partsPanelScale;
}
#endregion
}