Unity 屏幕中需要拖动的UI及其回调:MainDrag

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using System;
using UnityEngine;
using UnityEngine.EventSystems;

public class MainDrag : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
    private bool isEnd;
    private bool isSelect;
    public bool closeDrag { get; set; }
    private Vector2 lastPos;
    private RectTransform mainRect;
    private Vector2 mainStarRectPos;
    public RectTransform targetRect;
    public Action<MainDrag> onDragBegin = drag => { };
    public Action<MainDrag,Vector2> onDragAlways = (mainDrag,vector) => { };
    public Action<MainDrag,Vector2> onDragEnd = (mainDrag,vector) => { };

    private void Start()
    {
        mainRect = transform as RectTransform;
        mainStarRectPos = mainRect.anchoredPosition;
    }

    private void Update()
    {
        if (!isSelect)
        {
            return;
        }

        mainRect.anchoredPosition = mainStarRectPos + (GameManager.Main.GetPos() - lastPos);
        onDragAlways(this,mainRect.anchoredPosition);
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        if (isEnd || closeDrag)
        {
            return;
        }
        isSelect = true;
        lastPos = GameManager.Main.GetPos();
        
        onDragBegin(this);
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        if (isEnd || closeDrag)
        {
            return;
        }
        isSelect = false;

        onDragEnd(this,mainRect.anchoredPosition);
    }

    public void Back()
    {
        mainRect.anchoredPosition = mainStarRectPos;
    }

    public void SetPos(Vector2 pos)
    {
        mainStarRectPos = pos;
        mainRect.anchoredPosition = pos;
    }

    public void SetEnd(bool isEnd = true)
    {
        this.isEnd = isEnd;
    }

    public void SetEndPos(Vector2 pos)
    {
        mainRect.anchoredPosition = pos;
        isEnd = true;
    }

    public void SetSelect(bool select = false)
    {
        isSelect = select;
    }
}

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