rabidus-test/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace CurvedUI
{
public class CUI_ChangeValueOnHold : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
bool pressed = false;
bool selected = false;
#pragma warning disable 0649
[SerializeField]
Image bg;
[SerializeField]
Color SelectedColor;
[SerializeField]
Color NormalColor;
[SerializeField]
CanvasGroup IntroCG;
[SerializeField]
CanvasGroup MenuCG;
#pragma warning restore 0649
// Update is called once per frame
void Update()
{
pressed = Input.GetKey(KeyCode.Space) || Input.GetButton("Fire1");
ChangeVal();
}
void ChangeVal()
{
if (this.GetComponent<Slider>().normalizedValue == 1)
{
//fade intro screen if we reached max slider value
IntroCG.alpha -= Time.deltaTime;
MenuCG.alpha += Time.deltaTime;
}
else {
//change slider value - increase if its selected and button is pressed
this.GetComponent<Slider>().normalizedValue += (pressed && selected) ? Time.deltaTime : -Time.deltaTime;
}
//change if intro screen can block interactions based on its opacity
IntroCG.blocksRaycasts = IntroCG.alpha > 0;
}
public void OnPointerEnter(PointerEventData data)
{
bg.color = SelectedColor;
bg.GetComponent<CurvedUIVertexEffect>().TesselationRequired = true;
selected = true;
}
public void OnPointerExit(PointerEventData data)
{
bg.color = NormalColor;
bg.GetComponent<CurvedUIVertexEffect>().TesselationRequired = true;
selected = false;
}
}
}