using UnityEngine; using System.Collections; using UnityEngine.UI; 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); } } /// /// User interfaces the button click. /// /// Button type clicked. 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; } } }