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