void Update() { #if UNITY_EDITOR //Works For devices with mouse if (Input.GetMouseButton(0)) { // Check if the mouse was clicked over a UI element if (EventSystem.current.IsPointerOverGameObject()) { return; } } #endif #if UNITY_ANDROID //works for devices with touch if (Input.touchCount > 0) { if (Input.GetTouch(0).phase == TouchPhase.Began || Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(0).phase == TouchPhase.Stationary) { // Check if finger is over a UI element if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { return; } } } #endif #if UNITY_IOS if (Input.touchCount > 0) { if (Input.GetTouch(0).phase == TouchPhase.Began || Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(0).phase == TouchPhase.Stationary) { // Check if finger is over a UI element if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { return; } } } #endif //Auto-Fires $fireRate/seconds$ bullets while touching screen if (Input.GetKey(KeyCode.Mouse0) && Time.time - lastShot > 1 / fireRate && throwing && allowedFromSuperball) { lastShot = Time.time; ThrowBullet(); } if (Input.GetKeyDown(KeyCode.Mouse0)) { ui.ActivateMainUi(true); ui.FillPowerupBar(true); } if (Input.GetKeyUp(KeyCode.Mouse0)) { ui.FillPowerupBar(false); } }