private void Start() { Cursor.visible = false; eventTrigger = GetComponent <EventTrigger>(); if (eventTrigger != null) { EventTrigger.Entry enterUIEntry = new EventTrigger.Entry(); // Pointer Enter enterUIEntry.eventID = EventTriggerType.PointerEnter; enterUIEntry.callback.AddListener((eventData) => { EnterUI(); }); eventTrigger.triggers.Add(enterUIEntry); //Pointer Exit EventTrigger.Entry exitUIEntry = new EventTrigger.Entry(); exitUIEntry.eventID = EventTriggerType.PointerExit; exitUIEntry.callback.AddListener((eventData) => { ExitUI(); }); eventTrigger.triggers.Add(exitUIEntry); } //Objects masterListDrop = MasterList.GetComponent <Dropdown>(); design = Selection[0].GetComponent <Design>(); //Menu Active / noneActive ArrowUp.SetActive(true); ArrowDown.SetActive(false); MasterList.SetActive(true); SubList.SetActive(false); }
public void ExitUI() { BlockedByUI = false; Cursor.visible = false; //set Active non-active ArrowUp.SetActive(true); ArrowDown.SetActive(false); MasterList.SetActive(true); SubList.SetActive(false); }
private void Update() { MasterFunction(); //MemuPops on left if move mouse left Vector3 mouse = Input.mousePosition; if (mouse.x <= 100f) { ArrowUp.SetActive(false); ArrowDown.SetActive(true); MasterList.SetActive(true); SubList.SetActive(true); } }
public void EnterUI() { BlockedByUI = true; Cursor.visible = true; GameObject GridObj = GameObject.Find("Grid"); GameObject destroy = GameObject.Find("MousePointer"); if (GridObj != null) { Grid grid = GridObj.GetComponent <Grid>(); grid.mousePointer = null; Destroy(destroy); } //Active non-Active ArrowUp.SetActive(false); ArrowDown.SetActive(true); MasterList.SetActive(true); SubList.SetActive(true); }
void Update() { if (!wait) { if (up) { ArrowUp.SetActive(true); ArrowDown.SetActive(false); transform.position += Vector3.up * Time.deltaTime * speed; if (transform.position.y >= maxY) { transform.position = new Vector3(transform.position.x, maxY, transform.position.z); wait = true; up = false; } } else { ArrowUp.SetActive(false); ArrowDown.SetActive(true); transform.position += Vector3.down * Time.deltaTime * speed; if (transform.position.y <= minY) { transform.position = new Vector3(transform.position.x, minY, transform.position.z); wait = true; up = true; } } } else { timer += Time.deltaTime; if (timer >= waitTime) { timer = 0.0f; wait = false; } } }