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- using UnityEngine;
- using System.Collections;
- using UnityEngine.UI;
- namespace ETFXPEL
- {
- public class UICanvasManager : MonoBehaviour {
- public static UICanvasManager GlobalAccess;
- void Awake () {
- GlobalAccess = this;
- }
- public bool MouseOverButton = false;
- public Text PENameText;
- public Text ToolTipText;
- // Use this for initialization
- void Start () {
- if (PENameText != null)
- PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
- }
-
- // Update is called once per frame
- void Update () {
-
- // Mouse Click - Check if mouse over button to prevent spawning particle effects while hovering or using UI buttons.
- if (!MouseOverButton) {
- // Left Button Click
- if (Input.GetMouseButtonUp (0)) {
- // Spawn Currently Selected Particle System
- SpawnCurrentParticleEffect();
- }
- }
- if (Input.GetKeyUp (KeyCode.A)) {
- SelectPreviousPE ();
- }
- if (Input.GetKeyUp (KeyCode.D)) {
- SelectNextPE ();
- }
- }
- public void UpdateToolTip(ButtonTypes toolTipType) {
- if (ToolTipText != null) {
- if (toolTipType == ButtonTypes.Previous) {
- ToolTipText.text = "Select Previous Particle Effect";
- }
- else if (toolTipType == ButtonTypes.Next) {
- ToolTipText.text = "Select Next Particle Effect";
- }
- }
- }
- public void ClearToolTip() {
- if (ToolTipText != null) {
- ToolTipText.text = "";
- }
- }
- private void SelectPreviousPE() {
- // Previous
- ParticleEffectsLibrary.GlobalAccess.PreviousParticleEffect();
- if (PENameText != null)
- PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
- }
- private void SelectNextPE() {
- // Next
- ParticleEffectsLibrary.GlobalAccess.NextParticleEffect();
- if (PENameText != null)
- PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
- }
- private RaycastHit rayHit;
- private void SpawnCurrentParticleEffect() {
- // Spawn Particle Effect
- Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
- if (Physics.Raycast (mouseRay, out rayHit)) {
- ParticleEffectsLibrary.GlobalAccess.SpawnParticleEffect (rayHit.point);
- }
- }
- /// <summary>
- /// User interfaces the button click.
- /// </summary>
- /// <param name="buttonTypeClicked">Button type clicked.</param>
- public void UIButtonClick(ButtonTypes buttonTypeClicked) {
- switch (buttonTypeClicked) {
- case ButtonTypes.Previous:
- // Select Previous Prefab
- SelectPreviousPE();
- break;
- case ButtonTypes.Next:
- // Select Next Prefab
- SelectNextPE();
- break;
- default:
- // Nothing
- break;
- }
- }
- }
- }
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