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Question by wilhoran11 · Sep 29, 2017 at 09:02 AM · androidtouchdrag-and-drop

What to code if the laboratory equipments are correct and then proceeds to the next scene?

using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEngine.SceneManagement; using UnityEngine.Events;

[System.Serializable] public struct Draggable { public string slotName; public Transform obj; }

[System.Serializable] public struct Slot { public Transform transform; public Transform correct;

 private Transform clothObj;
 public Transform cloth { get { return clothObj; } set { clothObj = value; } }

}

public class DressUp : MonoBehaviour { public float dropRange = 50.0f; public Slot[] slots; public Draggable[] draggables;

 public UnityEvent OnComplete;
 [HideInInspector]
 public bool complete = false;

 private Vector3[] initialPositions;

 private int currentDrag;

 void Start()
 {
     initialPositions = new Vector3[draggables.Length];
     for (int i = 0; i < initialPositions.Length; i++)
     {
         initialPositions[i] = draggables[i].obj.position;
     }
     currentDrag = -1;
 }

 void Update()
 {
     if (currentDrag >= 0 && currentDrag < draggables.Length)
         draggables[currentDrag].obj.position = Input.mousePosition;

     complete = true;
     for (int i = 0; i < slots.Length; i++)
     {
         if (slots[i].cloth != slots[i].correct)
         {
             complete = false;
         }
     }
     if (complete)
     {
         OnComplete.Invoke();
     }
 }

 public void StartDrag(Transform cloth)
 {
     int dragIndex = -1;
     for (int i = 0; i < draggables.Length; i++)
     {
         if (draggables[i].obj == cloth)
         {
             dragIndex = i;
             break;
         }
     }

     if (dragIndex == -1)
         return;

     Draggable drag = draggables[dragIndex];
     Slot slot = new Slot();
     int slotIndex = -1;
     for (int i = 0; i < slots.Length; i++)
     {
         if (slots[i].transform.name == drag.slotName)
         {
             slot = slots[i];
             slotIndex = i;
             break;
         }
     }

     if (slotIndex != -1)
     {
         if (slot.cloth == cloth)
         {
             slots[slotIndex].cloth = null;
         }
     }

     currentDrag = dragIndex;
 }

 public void Drop()
 {
     if (currentDrag < 0 || currentDrag >= draggables.Length)
         return;
     Draggable drag = draggables[currentDrag];
     Slot slot = new Slot();
     int slotIndex = -1;
     for (int i = 0; i < slots.Length; i++)
     {
         if (slots[i].transform.name == drag.slotName)
         {
             slot = slots[i];
             slotIndex = i;
             break;
         }
     }

     if (slotIndex != -1 && slot.cloth == null && Vector3.SqrMagnitude(slot.transform.position - drag.obj.position) < dropRange * dropRange)
     {
         drag.obj.transform.position = slot.transform.position;
         slots[slotIndex].cloth = drag.obj;
     }
     else
     {
         drag.obj.transform.position = initialPositions[currentDrag];
     }
     currentDrag = -1;
 }

}

[1]: /storage/temp/102812-screenshot-298.png

screenshot-298.png (243.3 kB)
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