Update touch input settings
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@@ -13,18 +13,19 @@ public class Interactable : MonoBehaviour, ITouchInputConsumer
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stepBehaviour = GetComponent<ObjectiveStepBehaviour>();
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}
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// Called by InputManager when this interactable is clicked/touched
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public void OnTouchPress(Vector2 worldPosition)
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// Implement new ITouchInputConsumer contract
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public void OnTap(Vector2 worldPosition)
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{
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// Defer lock check to follower arrival
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Debug.Log($"[Interactable] OnTouchPress at {worldPosition} on {gameObject.name}");
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Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
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StartedInteraction?.Invoke();
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}
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public void OnTouchPosition(Vector2 screenPosition)
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{
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// Optionally handle drag/move here
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}
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public void OnDragStart(Vector2 worldPosition) { }
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public void OnDrag(Vector2 worldPosition) { }
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public void OnDragEnd(Vector2 worldPosition) { }
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public void OnHoldStart(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHold(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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public void OnHoldEnd(Vector2 worldPosition) { /* No hold behavior for interactables */ }
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// Called when the follower arrives at this interactable
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public bool OnFollowerArrived(FollowerController follower)
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