public void OnBeginDrag(PointerEventData eventData) { UIText.text = beingDraggedString; canvasGroup.blocksRaycasts = false; isTouched = true; if (isText) { slotTextIsIn = DropSlotTypeEnum.DropSlotType.DEFAULT; } }
private void CheckAndSetStatusOfDoor() { if (theDoor != null) { //Check in here if any of the objects are present then check their states if (Generator != null) { generatorStatus = aGenerator.IsGeneratorOn(); } if (theButtons != null) { for (int i = 0; i < theButtons.Count; ++i) { buttonStatuses[i] = theButtons[i].IsButtonPressed(); } } if (MoveableText != null) { textAttachedTo = aText.slotTextIsIn; } //The draggable text is checked in the corrosponding things to attach to //If the clock has hit the door and opened it then we ignore this //EX: The Generator, the Button, and the Door handle the interaction and set powered or open true there if (!theDoor.hasClockHit) { if (buttonStatuses.Count < 1) { if (generatorStatus) { theDoor.SetIsPowered(true); theDoor.SetIsOpen(true); } else { theDoor.SetIsPowered(false); theDoor.SetIsOpen(false); } } else if (Generator == null) { if (buttonStatuses[0]) { theDoor.SetIsOpen(true); theDoor.SetIsPowered(true); } else { theDoor.SetIsPowered(false); theDoor.SetIsOpen(false); } } else if (generatorStatus && buttonStatuses[0]) { theDoor.SetIsOpen(true); theDoor.SetIsPowered(true); } else if (generatorStatus || buttonStatuses[0]) { theDoor.SetIsOpen(false); theDoor.SetIsPowered(true); } else { theDoor.SetIsOpen(false); theDoor.SetIsPowered(false); } } if (theDoor.IsPowered()) { DoorPoweredIndicator.GetComponent <SpriteRenderer>().enabled = true; } else { DoorPoweredIndicator.GetComponent <SpriteRenderer>().enabled = false; } } }