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using UnityEngine;
using UnityEngine.EventSystems;
internal class DragCallbackCheck : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerDownHandler
{
private bool loggedOnDrag = false;
public bool onBeginDragCalled = false;
public bool onDragCalled = false;
public bool onEndDragCalled = false;
public bool onDropCalled = false;
public int? pointerId = null;
public void OnBeginDrag(PointerEventData eventData)
{
if (pointerId.HasValue && eventData.pointerId != pointerId)
return;
onBeginDragCalled = true;
}
public void OnDrag(PointerEventData eventData)
{
if (pointerId.HasValue && eventData.pointerId != pointerId)
return;
if (loggedOnDrag)
return;
loggedOnDrag = true;
onDragCalled = true;
}
public void OnEndDrag(PointerEventData eventData)
{
if (pointerId.HasValue && eventData.pointerId != pointerId)
return;
onEndDragCalled = true;
}
public void OnDrop(PointerEventData eventData)
{
if (pointerId.HasValue && eventData.pointerId != pointerId)
return;
onDropCalled = true;
}
public void OnPointerDown(PointerEventData eventData)
{
// Empty to ensure we get the drop if we have a pointer handle as well.
}
}