void OnGUI() { if (debugZones && EventType.Repaint == Event.current.type) { // NOTE: use this with no aspect ratio modification. Set it as false in LevelManager for (int i = 0; i < arrowRects.Length; ++i) { Rect r = arrowRects[i]; Rect rTarget = new Rect(r.x, Screen.height - r.y - r.height, r.width, r.height); GUI.Box(rTarget, GUIContent.none); } } // since this game object has a GUICustomElement script attached to it, for strange a reason no mouse event // is caught, so we need to manually check for the event and fire it here Event e = Event.current; if (e != null && e.isMouse && e.button == 0 && e.type == EventType.MouseDown) { if (GameObjectTools.testHitFromMousePos(transform, e.mousePosition)) { Vector2 mousePosInverted; mousePosInverted.x = e.mousePosition.x; // mouse position is in GUI space which has inverted Y axis mousePosInverted.y = Screen.height - e.mousePosition.y; optionSelected(mousePosInverted); } } }
void OnGUI() { // since this game object has a GUICustomElement script attached to it, for strange a reason no mouse event // is caught, so we need to manually check for the event and fire it here Event e = Event.current; if (e != null && e.isMouse && e.button == 0 && e.type == EventType.mouseDown) { if (GameObjectTools.testHitFromMousePos(transform, e.mousePosition)) { optionSelected(); } } }
void OnGUI() { #if UNITY_STANDALONE || UNITY_EDITOR || UNITY_WEBPLAYER // since this game object has a GUICustomElement script attached to it, for strange a reason no mouse event // is caught, so we need to manually check for the event and fire it here Event e = Event.current; if (e != null && e.isMouse && e.button == 0 && e.type == EventType.MouseUp) { if (GameObjectTools.testHitFromMousePos(transform, e.mousePosition)) { optionSelected(); } } #endif if (!showOptions) { return; } // update Unity GUI matrix to allow automatic resizing (only works for Unity GUI elems) // NOTE: this transformation has effect per game loop GUI.matrix = GUIScreenLayoutManager.unityGUIMatrix; if (GUI.Button(rectQuit, "Quit")) { quit(); } if (GUI.Button(rectBack, "Back")) { back(); } if (GUI.Button(rectLevelSel, "Levels")) { levelSelection(); } }