using UnityEngine;
using UnityEngine.EventSystems;
public class DragAndDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public static GameObject DraggedInstance;
public Inventory inventory;
Vector3 _startPosition;
Vector3 _offsetToMouse;
float _zDistanceToCamera;
#region Interface Implementations
public void OnBeginDrag (PointerEventData eventData)
DraggedInstance = gameObject;
_startPosition = transform.position;
_zDistanceToCamera = Mathf.Abs (_startPosition.z - Camera.main.transform.position.z);
_offsetToMouse = _startPosition - Camera.main.ScreenToWorldPoint (
new Vector3 (Input.mousePosition.x, Input.mousePosition.y, _zDistanceToCamera)
);
}
public void OnDrag (PointerEventData eventData)
if(Input.touchCount > 1)
return;
transform.position = Camera.main.ScreenToWorldPoint (
) + _offsetToMouse;
public void OnEndDrag (PointerEventData eventData)
_offsetToMouse = Vector3.zero;
//Debug.Log (Input.mousePosition.y);
if (Input.mousePosition.y < 75)
DraggedInstance.SetActive (false);
DraggedInstance = null;
#endregion