Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area.
More...
|
bool | ConstrainToBounds (bool immediate) |
| Constrain the current camera's position to be within the viewable area's bounds. More...
|
|
void | Press (bool isPressed) |
| Calculate the bounds of all widgets under this game object. More...
|
|
void | Drag (Vector2 delta) |
| Drag event receiver. More...
|
|
void | Scroll (float delta) |
| If the object should support the scroll wheel, do it. More...
|
|
Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area.
bool UIDraggableCamera.ConstrainToBounds |
( |
bool |
immediate | ) |
|
Constrain the current camera's position to be within the viewable area's bounds.
void UIDraggableCamera.Drag |
( |
Vector2 |
delta | ) |
|
void UIDraggableCamera.Press |
( |
bool |
isPressed | ) |
|
Calculate the bounds of all widgets under this game object.
void UIDraggableCamera.Scroll |
( |
float |
delta | ) |
|
If the object should support the scroll wheel, do it.
Effect to apply when dragging.
float UIDraggableCamera.momentumAmount = 35f |
How much momentum gets applied when the press is released after dragging.
Transform UIDraggableCamera.rootForBounds |
Root object that will be used for drag-limiting bounds.
Vector2 UIDraggableCamera.scale = Vector2.one |
Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction.
float UIDraggableCamera.scrollWheelFactor = 0f |
Effect the scroll wheel will have on the momentum.
bool UIDraggableCamera.smoothDragStart = true |
Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable "jump").
Vector2 UIDraggableCamera.currentMomentum |
|
getset |
Current momentum, exposed just in case it's needed.
The documentation for this class was generated from the following file: