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