/// <summary> /// Will act for each btn set actiion .. this method is implemented in all child classes too /// </summary> /// <param name="setOfBtns"></param> internal void ActionableBtnClick(Button[] setOfBtns)//actionable buttons { //make sure there is not two obj in the array with the same name or contains partial part of the same name currentBtn = USearch.FindBtnInColl(setOfBtns, Program.MOUSEOVERTHIS.name); if (currentBtn == null) { return; } else if (currentBtn.btnAction == Btn.SelectMale1) { SelectPlayerRoutine(setOfBtns, Root.boardMale1); } else if (currentBtn.btnAction == Btn.SelectMale2) { SelectPlayerRoutine(setOfBtns, Root.boardMale2); } else if (currentBtn.btnAction == Btn.PlayNewGame) { //needed here other wise would only create menu in next Scene after first left click MenuHandler.CREATEMENU = true; Application.LoadLevel("Test3"); } else if (currentBtn.btnAction == Btn.ExitGame) { Application.Quit(); } }
void LeftClick() { currentBtn = USearch.FindBtnInColl(menusArrayOne, Program.MOUSEOVERTHIS); if (Input.GetMouseButtonUp(0)) { //if MOUSEOVERTHIS not null if (Program.MOUSEOVERTHIS != null) { LobbyHandleMenu(Program.MOUSEOVERTHIS.name); //audioPlayer.PlayAudio(RootSound.clickMenuSound, H.Sound); //will pop up new menus //will pop up new Raws and Elements if (Program.MOUSEOVERTHIS.name.Contains("Select_") && Application.loadedLevelName != "Lobby") { UponLeftClickOnMenu(Program.MOUSEOVERTHIS.name); } else if (Application.loadedLevelName != "Lobby") { CloseCurrentMenu(); } } //click outside the buttons bascially MOUSEOVERTHIS == null... else if (Application.loadedLevelName != "Lobby") { CloseCurrentMenu(); } } }
/// <summary> /// It finds the single board obj and replace it with the one for the selected character /// </summary> /// <param name="setOfBtns">The set of buttons passed</param> /// <param name="rootP">The obj root will be spawn</param> private void SelectPlayerRoutine(Button[] setOfBtns, string rootP) { int indexOfSingleB = -1; Btn3D singleBoard = (Btn3D)USearch.FindBtnInColl(setOfBtns, "SingleBoard", out indexOfSingleB); string storeTemp = singleBoard.gameObject.name; moveToPosTemp = singleBoard.MovingToPosition; Destroy(singleBoard.gameObject); MenuHandler.CREATEMENU = true; //Single Board object handlgins singleBoard = (Btn3D)CreateBtn(singleBoard, rootP, moveToPosTemp); singleBoard.gameObject.name = storeTemp; singleBoard.MovingToPosition = moveToPosTemp; //needs to be assign otherwise after being hovered lose movetoPos singleBoard.InitialPosition = moveToPosTemp; MenuHandler.CREATEMENU = false; //asign this back to the array so as is reference the array will hold this new obj now setOfBtns[indexOfSingleB] = singleBoard; }