Release
How do I use Release
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: InputToEvent.cs
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32 void Update()
33 {
34 if( DetectPointedAtGameObject )
35 {
36 goPointedAt = RaycastObject( Input.mousePosition );
37 }
38
39 if( Input.touchCount > 0 )
40 {
41 Touch touch = Input.GetTouch( 0 );
42 this.currentPos = touch.position;
43
44 if( touch.phase == TouchPhase.Began )
45 {
46 Press( touch.position );
47 }
48 else if( touch.phase == TouchPhase.Ended )
49 {
50 Release( touch.position );
51 }
52
53 return;
54 }
55
56 currentPos = Input.mousePosition;
57 if( Input.GetMouseButtonDown( 0 ) )
58 {
59 Press( Input.mousePosition );
60 }
61 if( Input.GetMouseButtonUp( 0 ) )
62 {
63 Release( Input.mousePosition );
64 }
65
66 if( Input.GetMouseButtonDown( 1 ) )
67 {
68 pressedPosition = Input.mousePosition;
69 lastGo = RaycastObject( pressedPosition );
70 if( lastGo != null )
71 {
72 lastGo.SendMessage( "OnPressRight", SendMessageOptions.DontRequireReceiver );
73 }
74 }
75 }
File name: InputToEvent.cs
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90 private void Release( Vector2 screenPos )
91 {
92 if( lastGo != null )
93 {
94 GameObject currentGo = RaycastObject( screenPos );
95 if( currentGo == lastGo ) lastGo.SendMessage( "OnClick", SendMessageOptions.DontRequireReceiver );
96 lastGo.SendMessage( "OnRelease", SendMessageOptions.DontRequireReceiver );
97 lastGo = null;
98 }
99
100 pressedPosition = Vector2.zero;
101 this.Dragging = false;
102 }
File name: PawnMovement.cs
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57 public void OnSwitchEvent() {
58 if (!IsTurn()) return;
59 if (specialNodes[0] == null || specialNodes[1] == null) return;
60
61 if (moved && didSpecialMove) { // on next move
62 Debug.Log("released en passant" );
63 if (specialNodes[0] != null && specialNodes[0].Piece == piece) {
64 specialNodes[0].Piece = null;
65 }
66 specialNodes[0] = null;
67 specialNodes[1] = null;
68 }
69 }
File name: GameState.cs
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55 public void Release() {
56 state = GameStateType.WAITING;
57 GameManager.Instance.SwitchPlayer();
58 }
File name: GCPlayer.cs
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149 private void Drop() {
150 piece.Drop();
151 piece.Compute();
152 GameManager.Instance.GameState.Release();
153 piece = null;
154 }
File name: ScrollSnap.cs
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33 protected override void Awake() {
34 base.Awake();
35 actualIndex = startingIndex;
36 cellIndex = startingIndex;
37 this.onLerpComplete = new OnLerpCompleteEvent();
38 this.onRelease = new OnReleaseEvent();
39 this.scrollRect = GetComponent
40 this.canvasGroup = GetComponent
41 this.content = scrollRect.content;
42 this.cellSize = content.GetComponent
43 content.anchoredPosition = new Vector2(-cellSize.x * cellIndex, content.anchoredPosition.y);
44 int count = LayoutElementCount();
45 SetContentSize(count);
46
47 if(startingIndex < count) {
48 MoveToIndex(startingIndex);
49 }
50 }
File name: ScrollSnap.cs
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137 public void SnapToIndex(int newCellIndex) {
138 int maxIndex = CalculateMaxIndex();
139 if(wrapAround && maxIndex > 0) {
140 actualIndex += newCellIndex - cellIndex;
141 cellIndex = newCellIndex;
142 onLerpComplete.AddListener(WrapElementAround);
143 } else {
144 // when it's the same it means it tried to go out of bounds
145 if(newCellIndex >= 0 && newCellIndex <= maxIndex) {
146 actualIndex += newCellIndex - cellIndex;
147 cellIndex = newCellIndex;
148 }
149 }
150 onRelease.Invoke(cellIndex);
151 StartLerping();
152 }
File name: ScrollSnap.cs
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154 public void MoveToIndex(int newCellIndex) {
155 int maxIndex = CalculateMaxIndex();
156 if(newCellIndex >= 0 && newCellIndex <= maxIndex) {
157 actualIndex += newCellIndex - cellIndex;
158 cellIndex = newCellIndex;
159 }
160 onRelease.Invoke(cellIndex);
161 content.anchoredPosition = CalculateTargetPoisition(cellIndex);
162 }
File name: ScrollSnap.cs
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164 void StartLerping() {
165 releasedPosition = content.anchoredPosition;
166 targetPosition = CalculateTargetPoisition(cellIndex);
167 lerpStartedAt = DateTime.Now;
168 canvasGroup.blocksRaycasts = false;
169 isLerping = true;
170 }
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