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42
Assets/Scripts/Hand/FingerHandManager.cs
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Assets/Scripts/Hand/FingerHandManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class FingerHandManager : MonoBehaviour, IDropHandler{
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[SerializeField, Range(1, 5)] int fingerIndex = 1;
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public void OnDrop(PointerEventData eventData){
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if(eventData.pointerDrag != null){
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FakeFingerManager finger = eventData.pointerDrag.GetComponent<FakeFingerManager>();
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finger.setPos = true;
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//finger.posToGo = GetComponent<RectTransform>().anchoredPosition;
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finger.dragging = false;
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finger.index = fingerIndex;
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HandManager hand = GetComponentInParent<HandManager>();
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switch (fingerIndex){
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case 1:
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hand.finger1 = true;
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hand.finger1Type = finger.fingerType;
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break;
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case 2:
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hand.finger2 = true;
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hand.finger2Type = finger.fingerType;
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break;
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case 3:
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hand.finger3 = true;
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hand.finger3Type = finger.fingerType;
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break;
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case 4:
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hand.finger4 = true;
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hand.finger4Type = finger.fingerType;
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break;
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case 5:
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hand.finger5 = true;
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hand.finger5Type = finger.fingerType;
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break;
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}
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}
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}
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}
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