Comments (2)
After some more testing, if the entity drops because you've moved too fast, and then you keep the mouse button held and move back over the entity, it'll get picked up again.
It seems like dragTargetEntity
is getting set to null (or not getting set, I haven't really fully gone through how Entity.Update()
does everything, so I'm not sure).
Maybe the solution is to just have a flag like isBeingDragged
and set it when the drag test succeeds initially, then unset it only when the mouse is released
EDIT: It looks like it checks for dragging in this:
// set mouse state
if (IsInsideEntity(mousePos)) {
// set self as the current target, unless a sibling got the event first
if (targetEntity == null || targetEntity._parent != _parent) {
targetEntity = this;
}
// set self as the dragging target, but only if draggable or interactive
if (_draggable || IsNaturallyInteractable()) {
dragTargetEntity = this;
}
// mouse is over entity
_isMouseOver = true;
// update mouse state
_entityState = (IsFocused || PromiscuousClicksMode) && input.MouseButtonDown() ? EntityState.MouseDown : EntityState.MouseHover;
}
Which would mean if the mouse moves outside of the entity it won't register as being dragged any more.
from geonbit.ui.
Merged fix into dev.
Thanks!
from geonbit.ui.
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