// Update is called once per frame void Update() { Vector2 mousePos = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y); if ((selectedRoom != null && !windowRect.Contains(mousePos)) || selectedRoom == null) { if (Input.GetMouseButtonDown(0)) { print("rect" + windowRect + " mouse " + mousePos); RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 10000, interiorLayer)) { RoomSlotBehavior room = hit.collider.GetComponent <RoomSlotBehavior> (); if (room != null) { selectedRoom = room; } } else { selectedRoom = null; } } } }
// Update is called once per frame void Update() { Vector2 mousePos = new Vector2 (Input.mousePosition.x, Screen.height - Input.mousePosition.y); if ((selectedRoom != null && !windowRect.Contains (mousePos)) || selectedRoom == null) { if (Input.GetMouseButtonDown (0)) { print ("rect" + windowRect + " mouse " + mousePos); RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, out hit, 10000, interiorLayer)) { RoomSlotBehavior room = hit.collider.GetComponent<RoomSlotBehavior> (); if (room != null) { selectedRoom = room; } } else { selectedRoom = null; } } } }
public RoomSlotData(RoomSlotBehavior node) { item = node.Item; uniqueID = node.UnigeID; }
public InventoryItem(RoomSlotBehavior.RoomFunction function, string name) { this.function = function; this.name = name; }