private void Navigate(CustomInput.UserInput direction) { if (EventSystem.current.currentSelectedGameObject == this.gameObject) { switch (direction) { case CustomInput.UserInput.Left: slider.value -= .01f; break; case CustomInput.UserInput.Right: slider.value += .01f; break; } } if (isSfx) { GameManager.SFXVol = slider.value; } else { GameManager.MusicVol = slider.value; } }
private void Navigate(CustomInput.UserInput direction) { GameObject next = EventSystem.current.currentSelectedGameObject; if (next == null) { if (deck.GetDeck.Count > 0) { Transition(0); EventSystem.current.SetSelectedGameObject(selectionButtons[0].gameObject); } else { EventSystem.current.SetSelectedGameObject(okayButton.gameObject); } return; } bool nextIsValid = false; while (!nextIsValid) { switch (direction) { case CustomInput.UserInput.Up: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnUp().gameObject; break; case CustomInput.UserInput.Down: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown().gameObject; break; case CustomInput.UserInput.Left: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnLeft().gameObject; break; case CustomInput.UserInput.Right: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnRight().gameObject; break; } EventSystem.current.SetSelectedGameObject(next); nextIsValid = next.GetComponent <Selectable>().interactable; } }
private void Navigate(CustomInput.UserInput direction) { if (EventSystem.current.currentSelectedGameObject == this.gameObject) { switch (direction) { case CustomInput.UserInput.Left: slider.value -= 1; break; case CustomInput.UserInput.Right: slider.value += 1; break; } if (sp) { sp.SetVolume(slider.value); } } }
private void Navigate(CustomInput.UserInput direction) { GameObject next = EventSystem.current.currentSelectedGameObject; switch (direction) { case CustomInput.UserInput.Up: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnUp().gameObject; break; case CustomInput.UserInput.Down: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown().gameObject; break; case CustomInput.UserInput.Left: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnLeft().gameObject; break; case CustomInput.UserInput.Right: next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnRight().gameObject; break; } EventSystem.current.SetSelectedGameObject(next); }
public static void Navigate(CustomInput.UserInput direction, GameObject defaultGameObject) { GameObject next = EventSystem.current.currentSelectedGameObject; if (next == null) { if (defaultGameObject != null) { EventSystem.current.SetSelectedGameObject(defaultGameObject); } return; } bool nextIsValid = false; while (!nextIsValid) { switch (direction) { case CustomInput.UserInput.Up: if (EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnUp() != null) { next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnUp().gameObject; } else { next = null; } break; case CustomInput.UserInput.Down: if (EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown() != null) { next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown().gameObject; } else { next = null; } break; case CustomInput.UserInput.Left: if (EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnLeft() != null) { next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnLeft().gameObject; } else { next = null; } break; case CustomInput.UserInput.Right: if (EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnRight() != null) { next = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnRight().gameObject; } else { next = null; } break; } if (next != null && next.activeSelf) { EventSystem.current.SetSelectedGameObject(next); nextIsValid = next.GetComponent <Selectable>().interactable; } else { nextIsValid = true; } } }