private void ProcessRightClick(Vector3 mouseClickPos) //Brings up interaction options menu { RaycastHit2D hit = Physics2D.Raycast(mouseClickPos, Vector2.zero); //Vector2.zero == (0,0) List <Collider2D> interactablesFound = CheckForUnits(mouseClickPos); if (interactablesFound.Count <= 1) { Collider2D collider = hit.collider; if (collider) { CheckForInteractableMenu(collider); } } else { SelectInteractable.SpawnMenu(interactablesFound); } }
public void DestroyPopupMenus() { //these are probably fine as singletons, the alternative would be to have these be in the toolbox, and they talk to //a script that is on the actual gameobject and can access the children. It will decouple things slightly if (InteractableMenu.instance != null) { InteractableMenu.instance.CloseMenu(); } if (EquipmentStats.instance != null) { EquipmentStats.instance.CloseMenu(); } if (ItemMenu.instance != null) { ItemMenu.instance.CloseMenu(); } SelectInteractable.Destroy(); }