Пример #1
0
    void Update()
    {
        // If we are visible and the screenHeight has changed, reset linespacing
        if (visible == true && screenHeight != Screen.height)
        {
            InitGuis();
        }
        if (draggable == true)
        {
            if (Input.GetMouseButtonDown(0))
            {
                if (connectedToMouse == false && guiText.HitTest(Input.mousePosition) == true)
                {
                    connectedToMouse = true;
                }
                else if (connectedToMouse == true)
                {
                    connectedToMouse = false;
                }
            }

            if (connectedToMouse == true)
            {
                float posX = DebugGui.transform.position.x;
                float posY = DebugGui.transform.position.y;
                posX = Input.mousePosition.x / Screen.width;
                posY = Input.mousePosition.y / Screen.height;
                DebugGui.transform.position = new Vector3(posX, posY, 0F);
            }
        }
    }
 //Check if mouse was clicked on this
 public bool CheckHit(Vector3 Coords)
 {
     if (pText.HitTest(Coords) == true)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Пример #3
0
    /// <summary>
    /// Checks to see if a GUIText object was touched
    /// </summary>
    /// <returns>
    /// True if the GUIText object was touched.
    /// </returns>
    /// <param name='id'>
    /// Touch id.
    /// </param>
    /// <param name='guiText'>
    /// GUIText object to check.
    /// </param>
    /// <param name='pos'>
    /// Set with the screen position of the touch
    /// </param>
    public static bool TouchedGUIText(int id, GUIText guiText, out Vector2 pos)
    {
        bool touchedGUIText = false;

        if (TouchManager.GetTouchPos(id, out pos))
        {
            touchedGUIText = guiText.HitTest(pos);
        }

        return(touchedGUIText);
    }
Пример #4
0
 void Update()
 {
     //
     if (Input.GetMouseButtonDown(0))
     {
         if (m_guiText.HitTest(Input.mousePosition))
         {
             SceneManager.LoadScene("DigScene", LoadSceneMode.Single);
         }
     }
     else
     {
         if (m_guiText.HitTest(Input.mousePosition))
         {
             m_guiText.color = Color.blue;
         }
         else
         {
             m_guiText.color = Color.white;
         }
     }
 }
Пример #5
0
 void Update()
 {
     //
     if (Input.GetMouseButtonDown(0))
     {
         if (m_guiText.HitTest(Input.mousePosition))
         {
             m_gameMode     = (m_gameMode + 1) % m_modeNames.Length;
             m_guiText.text = m_modeNames[m_gameMode];
             PlayerPrefs.SetInt("GameState gameMode", m_gameMode);
         }
     }
     else
     {
         if (m_guiText.HitTest(Input.mousePosition))
         {
             m_guiText.color = Color.blue;
         }
         else
         {
             m_guiText.color = Color.white;
         }
     }
 }
Пример #6
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (set1.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Set 1!");
                PlayerPrefs.SetInt("Set1", 1);
            }

            if (set2.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Set 2!");
                PlayerPrefs.SetInt("Set2", 1);
            }

            if (set3.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Set 3!");
                PlayerPrefs.SetInt("Set3", 1);
            }

            if (set4.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Set 4!");
                PlayerPrefs.SetInt("Set4", 1);
            }

            if (deleter.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Delete!");
                PlayerPrefs.DeleteAll();

                get.a1 = 0;
                get.a2 = 0;
                get.a3 = 0;
                get.a4 = 0;
            }

            if (Quit.HitTest(Input.mousePosition, Camera.main))
            {
                Application.Quit();
                Debug.Log("Quitszzz");
            }
        }
    }
Пример #7
0
 void Update()
 {
     if (Input.GetMouseButtonUp(0))
     {
         if (m_PlayGame.HitTest(Input.mousePosition))
         {
             // TODO:: player needs to be able to load a saved level (in a certain world)
             Application.LoadLevel("LevelSelect");
         }
         else if (m_ExitGame.HitTest(Input.mousePosition))
         {
             Application.Quit();
         }
         else if (m_Practice.HitTest(Input.mousePosition))
         {
             m_Game.StartPractice();
         }
     }
 }
Пример #8
0
    void Update()
    {
        if (Input.GetKeyUp(KeyCode.Escape))
        {
//			PlayerPrefs.SetInt("isLoaded", 0);
            SaveGameData();
            return;
        }

        if (!isGameOver)
        {
            if (Input.GetKeyUp(KeyCode.M) || Input.GetKeyUp(KeyCode.P) || Input.mousePresent && Input.GetMouseButton(1))
            {
                Pause();
                return;
            }

            foreach (Touch touch in Input.touches)
            {
                if (!isPause)
                {
                    if (menuText.HitTest(touch.position))
                    {
                        Pause();
                    }
                }
            }
        }

        if (isRestart)
        {
            if (Input.GetKeyDown(KeyCode.R) || Input.mousePresent && Input.GetMouseButton(0) || Input.touchCount > 0)
            {
//				PlayerPrefs.SetInt("isLoaded", 1);
                Application.LoadLevel(Application.loadedLevel);
            }
        }
    }
Пример #9
0
    // Update is called once per frame
    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch t = Input.GetTouch(0);

            /*
             * if (t.phase == TouchPhase.Began) {
             *      if (bt.HitTest (t.position, Camera.main)) {
             *
             *      }
             * }
             */
        }

        if (Input.GetMouseButtonDown(0))
        {
            //1st Column
            if (Love.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Love.GetComponent <GUITexture>();
                positionIndicator();
                audio.PlayOneShot(clip[2]);
            }

            if (Family.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Family.GetComponent <GUITexture>();
                positionIndicator();
                if (position != 0)
                {
                    family = true;
                    audio.PlayOneShot(clip[2]);
                }
            }

            if (Dreams.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Dreams.GetComponent <GUITexture>();
                positionIndicator();
                audio.PlayOneShot(clip[2]);
            }

            if (Philippines.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Philippines.GetComponent <GUITexture>();
                positionIndicator();
                if (position != 0)
                {
                    philippines = true;
                    audio.PlayOneShot(clip[2]);
                }
            }

            if (Sadness.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Sadness.GetComponent <GUITexture>();
                positionIndicator();
                audio.PlayOneShot(clip[2]);
            }

            //2nd Column
            if (Life.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Life.GetComponent <GUITexture>();
                positionIndicator();
                audio.PlayOneShot(clip[2]);
            }

            if (God.HitTest(Input.mousePosition, Camera.main))
            {
                Change = God.GetComponent <GUITexture>();
                positionIndicator();
                audio.PlayOneShot(clip[2]);
            }

            if (Farewell.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Farewell.GetComponent <GUITexture>();
                positionIndicator();
                if (position != 0)
                {
                    farewell = true;
                    audio.PlayOneShot(clip[2]);
                }
            }

            if (Patriot.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Patriot.GetComponent <GUITexture>();
                positionIndicator();
                if (position != 0)
                {
                    patriot = true;
                    audio.PlayOneShot(clip[2]);
                }
            }

            if (Hope.HitTest(Input.mousePosition, Camera.main))
            {
                Change = Hope.GetComponent <GUITexture>();
                positionIndicator();
                if (position != 0)
                {
                    hope = true;
                    audio.PlayOneShot(clip[2]);
                }
            }
            if (disableThis)
            {
                if (Reset.HitTest(Input.mousePosition, Camera.main))
                {
                    resetAll();
                    audio.PlayOneShot(clip[0]);
                }
            }

            if (disableThis)
            {
                if (OK.HitTest(Input.mousePosition, Camera.main))
                {
                    checkAnswers();
                    audio.PlayOneShot(clip[0]);
                }
            }

            if (disableFinish)
            {
                if (Finish.HitTest(Input.mousePosition, Camera.main))
                {
                    //Debug.Log("Change Scene");
                    storage.newer = 1;
                    Application.LoadLevel("New Act4 Part3 Scene1");
                    audio.PlayOneShot(clip[1]);
                }
            }
        }
    }
Пример #10
0
    /// <summary>
    /// Checks to see if a GUIText object was touched
    /// </summary>
    /// <returns>
    /// True if the GUIText object was touched.
    /// </returns>
    /// <param name='id'>
    /// Touch id.
    /// </param>
    /// <param name='guiText'>
    /// GUIText object to check.
    /// </param>
    /// <param name='pos'>
    /// Set with the screen position of the touch
    /// </param>
    public static bool TouchedGUIText(int id, GUIText guiText, out Vector2 pos)
    {
        bool touchedGUIText = false;

        if (TouchManager.GetTouchPos(id, out pos))
        {

            touchedGUIText = guiText.HitTest(pos);

        }

        return touchedGUIText;
    }
Пример #11
0
    protected void Update()
    {
        float currentTime = Time.realtimeSinceStartup;

        customDeltaTime   = currentTime - timeToLatestFrame;
        timeToLatestFrame = currentTime;
        if (ButtonEnabled)
        {
            if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began &&
                (guiTexture.HitTest(Input.GetTouch(0).position) ||
                 (label != null && label.HitTest(Input.GetTouch(0).position))))
            {
                buttonTouched = true;
                buttonTouch   = Input.GetTouch(0);
                OnButtonDown();
                PlayButtonDownAnim();
                if (buttonDownClip != null)
                {
                    audio.volume = buttonDownSoundVolume;
                    audio.PlayOneShot(buttonDownClip);
                }
            }
            if (buttonTouched && buttonTouch.phase == TouchPhase.Ended)
            {
                if (InputInButtonArea())
                {
                    OnButtonUp();
                }
                PlayButtonUpAnim();
                buttonTouched = false;
                if (buttonUpClip != null)
                {
                    audio.volume = buttonUpSoundVolume;
                    audio.PlayOneShot(buttonUpClip);
                }
            }
            if (label != null)
            {
                if (Input.GetMouseButtonDown(0) && label.HitTest(Input.mousePosition))
                {
                    OnButtonDown();
                    PlayButtonDownAnim();
                    labelClicked = true;
                    if (buttonDownClip != null)
                    {
                        audio.volume = buttonDownSoundVolume;
                        audio.PlayOneShot(buttonDownClip);
                    }
                }
                else if (labelClicked && Input.GetMouseButtonUp(0))
                {
                    if (InputInButtonArea())
                    {
                        OnButtonUp();
                    }
                    PlayButtonUpAnim();
                    labelClicked = false;
                    if (buttonUpClip != null)
                    {
                        audio.volume = buttonUpSoundVolume;
                        audio.PlayOneShot(buttonUpClip);
                    }
                }
            }
        }
    }
Пример #12
0
    // Update is called once per frame
    void Update()
    {
        /*
         * If the mouse hovers over any of the menu options, I set the color of the text to the color stored in the
         * highlightedText variable. I also increase the font size slightly. I increase the size but limit it to
         * the size stored in the maxFontSize variable. This gives a really nice effect when a menu option is selected
         * and the player can clearly see which option is being hovered over with the cursor.
         */
        if (thisText.HitTest(Input.mousePosition))
        {
            thisText.color     = highlightedColor;
            thisText.fontSize += 1;
            if (thisText.fontSize > maxFontSize)
            {
                thisText.fontSize = maxFontSize;
            }
            if (Input.GetMouseButtonDown(0))            //The level that is loaded depends on which option is clicked
            {
                //levelToLoad = thisText.text;
                levelToLoad = thisText.name;
            }
        }
        else         //When the mouse is moved off a menu option, it returns to its normal colorand size
        {
            thisText.color    = originalColor;
            thisText.fontSize = 20;
        }

        /*
         * This just loads a level depending on what is stored in the "levelToLoad" variable.
         */
        if (levelToLoad == "Start Game")
        {
            Application.LoadLevel("Level1");
        }

        if (levelToLoad == "Level 1")
        {
            Application.LoadLevel("football");
        }
        else if (levelToLoad == "Level 2")
        {
            Application.LoadLevel("Level2");
        }
        else if (levelToLoad == "Level 3")
        {
            Application.LoadLevel("Level3");
        }
        else if (levelToLoad == "Level 4")
        {
            Application.LoadLevel("Level4");
        }
        else if (levelToLoad == "Level 5")
        {
            Application.LoadLevel("Level5");
        }
        else if (levelToLoad == "Level 6")
        {
            Application.LoadLevel("Level6");
        }
        else if (levelToLoad == "Level 7")
        {
            Application.LoadLevel("Level7");
        }
        else if (levelToLoad == "Level 8")
        {
            Application.LoadLevel("Level8");
        }
        else if (levelToLoad == "Level 9")
        {
            Application.LoadLevel("Level9");
        }

        else if (levelToLoad == "Quit")
        {
            Application.Quit();
        }
        else if (levelToLoad == "Target Practice")
        {
            Application.LoadLevel("TargetPractice");
        }
        else if (levelToLoad == "Main Menu")
        {
            Application.LoadLevel("MainMenu");
        }
        else if (levelToLoad == "Random Level")
        {
            Application.LoadLevel(Random.Range(1, 10));
        }
        else if (levelToLoad == "Goalkeeper Mode")
        {
            Application.LoadLevel("Goalkeeper Mode");
        }

        /*
         * If the Instructions menu option is clicked, the Instructions are displayed.
         */
        else if (levelToLoad == "Instructions")
        {
            GameObject.Find("InstructionsList").GetComponent <GUIText>().enabled = true;
        }
    }