/* PUBLIC API. */ public void OnClickRunProgressWall() /* Moves the camera to view the wall the run overview is on. This function is * registered as handler for when the wall is clicked. */ { CameraView nextView = skillCreationCameraView.currentView == CameraView.Left ? CameraView.Start : CameraView.Left; skillCreationCameraView.setView(nextView); }
public void OnPointerClick(PointerEventData ped) { if (interfightCameraView.currentView == CameraView.Start) // Not viewing a wall yet. Any click here brings the view to this wall. { interfightCameraView.setView(CameraView.Right); } else if (interfightCameraView.currentView == CameraView.Right) // Already viewing this wall. Clicks here can do actual skill creation logic. { GameObject clickedObj = ped.rawPointerPress; if (clickedObj == imageInputTextObj || clickedObj == imageInputImageObj) // Toggle the image options scroll view open or closed. { bool isOpening = !imageOptionsObj.activeSelf; // Show the image options overlay. imageOptionsObj.SetActive(isOpening); // Update the button text (only visible if not image selected yet). string text = isOpening ? "X" : "Select image..."; int fontSize = isOpening ? 50 : 24; imageInputTextObj.GetComponent <Text>().text = text; imageInputTextObj.GetComponent <Text>().fontSize = fontSize; // Move the image options overlay to be top-level in the UI hierarchy, // and last, so that it appears in front of the rest. (Doing this in // script so in editor it can still be child of the appropriate object, // and if that object moves around this one will follow accordingly.) imageOptionsObj.transform.SetParent(transform); imageOptionsObj.transform.SetAsLastSibling(); } else if (clickedObj.name.Contains("ImageOption_")) // Select a new image for this skill. { Sprite clickedImage = clickedObj.GetComponent <Image>().sprite; skillCreationState.setEditedImage(clickedImage); imageInputTextObj.SetActive(false); imageInputImageObj.SetActive(true); imageInputImageObj.GetComponent <Image>().sprite = clickedImage; imageInputImageObj.GetComponent <Image>().DOFade(1, 1).From(0); imageOptionsObj.SetActive(false); } } }
public void OnPointerClick(PointerEventData ped) { interfightCameraView.setView(CameraView.Start); }