EndDrag(...) in DroppableBlock
Never
public override void EndDrag(bool overideByConnected) { if (!IsDrag) return; base.EndDrag(false); if (GameSequence.GetNearSwapPosition(this, out Vector2Int[] _gridPositions)) { if (GameSequence.GetWorldPosition(_gridPositions, out _worldPositions)) { _onDefaultPosition = true; CurrentGridPositions = _gridPositions; GameSequence.SetPositionsIsBusy(CurrentGridPositions); } } if (_onDefaultPosition) { _rigidbody.isKinematic = true; _rigidbody.velocity = Vector3.zero; } }
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