void OnMouseOver() { if (Input.GetMouseButtonDown(0)) { isDragging = true; Disconnect(); conMan.CarrySignal(node.gameObject); Destroy(this.gameObject); } }
//When the sprite has been moused over public virtual void OnMouseOver() { //When the player clicks if (Input.GetMouseButtonDown(0)) { //if this node is powered and the connection manager is carrying a signal if (!connectionManager.isCarryingSignal) { // Manage picking up the signal if (outputs.Count < maximumOutputs) { print("MaxOut: " + maximumOutputs); connectionManager.CarrySignal(this.gameObject); } } } //Used for placing the signal exclusively if (Input.GetMouseButtonUp(0)) { foreach (GameObject startingN in startingNodes) { startingN.GetComponent <SignalFlowStart>().CheckNodes(); } Debug.Log("Done a thing"); if (connectionManager.isCarryingSignal && connectionManager.inputFrom != this.gameObject) { Debug.Log("Done another thing"); if (!isPowered) { //If check returns true, then run place signal on the connection amanger Debug.Log("Still doing things"); if (Check()) { Debug.Log("Connection Made."); AudioManager.Instance.PlayClip(connectionSound, AudioManager.Instance.GetChannel("SFX")); connectionManager.inputFrom.GetComponent <aNode>().PlaceSignal(this.gameObject); Debug.Log("More things being done"); } } else if (isPowered) { //If check returns true and I can still accept inputs if (Check() && inputs.Count < maximumInputs) { connectionManager.inputFrom.GetComponent <aNode>().PlaceSignal(this.gameObject); Debug.Log("Still more things being done"); } } } } }