protected override void StartDrag() { if (CustomInputModule.IsPointerOverUI()) { return; } base.StartDrag(); }
protected virtual void Start() { _inputModule = (CustomInputModule)EventSystem.current.currentInputModule; _rectTransform = GetComponent <RectTransform>(); if (_collapseButton != null) { _collapseButton.SetParentForm(this); _collapseButton.SetAction(CollapseButtonClick); } }
protected override void Start() { base.Start(); if (!instance) { instance = this; UpdateModule(); } else { DestroyImmediate(gameObject); } }
public void ShowWindowUnderMouse() { if (CustomInputModule.IsPointerOverUI()) { var hovered = CustomInputModule.GetHoveredGameObject(); if (hovered) { var window = hovered.GetComponentInParent <Window>(); if (window) { Windows.MoveToTop(window.transform); } } } }
void CheckClicks() { bool shouldCancel = (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) && currentHandle.HasValue; if (shouldCancel) { Cancel(); } if (Input.GetMouseButtonDown(0)) { if (CustomInputModule.IsPointerBlocked(30)) { return; } var pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); var interactable = CheckInteractable(pos); if (interactable != null) { if (currentHandle.HasValue) { Cancel(); } MoveTo(interactable.PlayerStandPosition, Speed, interactable.Interact); } } if (Input.GetMouseButtonDown(1)) { if (CustomInputModule.IsPointerBlocked(30)) { return; } if (currentHandle.HasValue) { Cancel(); } var pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); MoveTo(pos, Speed, null); } }
void CheckClicks() { if (Clock.Paused) { return; } bool shouldCancel = (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) && currentHandle.HasValue; if (shouldCancel) { Cancel(); } if (!Input.GetMouseButtonDown(0) && !Input.GetMouseButtonDown(1)) { return; } Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); IInteractable interactable = CheckInteractable(pos); if (Input.GetMouseButtonDown(0)) { if (CustomInputModule.IsPointerBlocked(30)) { return; } if (interactable != null) { if (currentHandle.HasValue) { Cancel(); } currentTarget = interactable; Action action = interactable.interactionOptions.UpdateCharacterOrientation; //henrique - added the option to check if the Interface that displays options in a menu var menuOptions = interactable.gameObject.GetComponent <ImenuInteraction>(); if (menuOptions != null) { action += menuOptions.OpenMenu; } else { action += interactable.Interact; } MoveTo(interactable.interactionOptions.PlayerStandPosition, Speed, action); } } if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(0) && CheckInteractable(pos) == null) { if (CustomInputModule.IsPointerBlocked(30)) { return; } if (currentHandle.HasValue) { Cancel(); } if (interactable != null) { Action action = interactable.interactionOptions.UpdateCharacterOrientation; MoveTo(interactable.interactionOptions.PlayerStandPosition, Speed, action); } else { MoveTo(pos, Speed, null); } } }
//------------------------------------------------------------------ void Awake() { #region SINGLETON //Check if instance already exists if (instance == null) { instance = this; } //If instance already exists and it's not this: else if (instance != this) { Destroy(gameObject); } #endregion // Sum up scenes and enemies totalScenes = maxEasyScenes + maxMediumScenes + maxHardScenes; maxEnemy = maxBats + maxNinja + maxKamikaze + maxSpiders + maxDogs + maxSentinel; //sum if all enemy types //Get all the players required for the current game mode if (currentMode != GAMEMODE.Menu) { inGame = true; // if the total score array doesn't exist the initialize one if (playersTotalScore == null) { playersTotalScore = new int[playersRequired]; } // GETS THE REQUIRED COMPONENTS FOR THIS MODE UI = FindObjectOfType <UIManager3D>(); bonusWeapon = UI.rewardPanel.GetComponent <BonusWeapon>(); currentEventSystem = UI.eventSystem; inputModule = currentEventSystem.GetComponent <CustomInputModule>(); CrescentScoreOrder = new int[playersRequired]; for (int i = 0; i < CrescentScoreOrder.Length; i++) { CrescentScoreOrder[i] = -1; } playerInfo = new PlayerInfo[playersRequired]; //spawn players and add them to the current playerInfo list, collect spawn and enemy info PlayerSetup(); StartEnemyCount(); CollectEnemySpawns(); CollectWeaponSpawns(); // set tension threshold and max bar dimension currentTensionMax = (int)(tensionStats.standardBarCapacity * (1 + (tensionStats.multiXPlayer * (playerInfo.Length - 1)))); tensionThreshold = currentTensionMax / tensionStats.barDivision; TensionBonusSetup(); //check if controller get connected/disconnected, MUST BE CALLED AFTER THE PLAYER SETUP StartCoroutine(ControllerCheck()); // if the current level is not the first of the current game if (levelCount > 1) { // add weapon of choice for (int i = 0; i < playerInfo.Length; i++) { SetStartingWeapon(i); } } else { weaponRewardFromLastLevel = new Weapon3D[playersRequired]; } } // refill the scene pool and reset total scores, weaponRewards if (currentMode == GAMEMODE.Menu) { currentEventSystem = GameObject.FindWithTag("EventSystem").GetComponent <EventSystem>(); inputModule = currentEventSystem.GetComponent <CustomInputModule>(); // if there are no inputs selected then assign defaults if (selectedInputConfig == null) { selectedInputConfig = new CharacterControlConfig[playersRequired]; } //check if controller get connected/disconnected StartCoroutine(MenuInputCheck()); inGame = false; currentEasyScenes = new List <string>(); for (int i = 0; i < easyScenes.Count; i++) { currentEasyScenes.Add(easyScenes[i]); } currentMediumScenes = new List <string>(); for (int i = 0; i < mediumScenes.Count; i++) { currentMediumScenes.Add(mediumScenes[i]); } currentHardScenes = new List <string>(); for (int i = 0; i < hardScenes.Count; i++) { currentHardScenes.Add(hardScenes[i]); } weaponRewardFromLastLevel = null; playersTotalScore = null; levelCount = 0; } }