public void Awake() { instance = this; thisObj = gameObject; canvasGroup = thisObj.GetComponent <CanvasGroup>(); if (canvasGroup == null) { canvasGroup = thisObj.AddComponent <CanvasGroup>(); } canvasGroup.alpha = 0; thisObj.SetActive(false); thisObj.GetComponent <RectTransform>().anchoredPosition = new Vector3(0, 0, 0); fpsItem.Init(); recticleSpreadDefaultSize = recticleSpreadRectT.sizeDelta; reloadProgressObj = imgReloadProgress.transform.parent.gameObject; reloadProgressObj.SetActive(false); UIItemCallback itemCallback = buttonFireObj.AddComponent <UIItemCallback>(); itemCallback.SetDownCallback(this.OnFireButtonDown); itemCallback.SetUpCallback(this.OnFireButtonUp); buttonExit.Init(); }
public static void OnFPSMode(bool flag) { if (flag) { UIBuildButton.Hide(); UIAbilityButton.Hide(); UIFPS.Show(); } else { UIBuildButton.Show(); UIAbilityButton.Show(); UIFPS.Hide(); } }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { if (BuildManager.UseDragNDrop() && BuildManager.InDragNDrop()) { return; } if (!UITowerView.IsOn() && !AbilityManager.IsSelectingTarget() && !UIPerkMenu.IsOn() && !UIFPS.IsOn()) { TogglePause(); } } //keyboard for cursor based input start here if (!enableInput) { return; } if (Input.touchCount > 1) { return; } if (UI.IsCursorOnUI(0) || UI.IsCursorOnUI()) { return; } if (Input.GetMouseButtonDown(0)) { OnCursorDown(Input.mousePosition); } }