60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
| using UnityEngine;
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| using UnityEngine.SceneManagement;
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| using UnityEngine.UI;
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| using System.Collections;
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| using System.Collections.Generic;
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| 
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| namespace EpicToonFX
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| {
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| 
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| public class ETFXButtonScript : MonoBehaviour
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| {
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| 	public GameObject Button;
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| 	Text MyButtonText;
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| 	string projectileParticleName;		// The variable to update the text component of the button
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| 
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| 	ETFXFireProjectile effectScript;		// A variable used to access the list of projectiles
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| 	ETFXProjectileScript projectileScript;
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| 
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| 	public float buttonsX;
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| 	public float buttonsY;
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| 	public float buttonsSizeX;
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| 	public float buttonsSizeY;
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| 	public float buttonsDistance;
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| 	
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| 	void Start ()
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| 	{
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| 		effectScript = GameObject.Find("ETFXFireProjectile").GetComponent<ETFXFireProjectile>();
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| 		getProjectileNames();
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| 		MyButtonText = Button.transform.Find("Text").GetComponent<Text>();
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| 		MyButtonText.text = projectileParticleName;
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| 	}
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| 
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| 	void Update ()
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| 	{
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| 		MyButtonText.text = projectileParticleName;
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| //		print(projectileParticleName);
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| 	}
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| 
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| 	public void getProjectileNames()			// Find and diplay the name of the currently selected projectile
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| 	{
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| 		// Access the currently selected projectile's 'ProjectileScript'
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| 		projectileScript = effectScript.projectiles[effectScript.currentProjectile].GetComponent<ETFXProjectileScript>();
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| 		projectileParticleName = projectileScript.projectileParticle.name;	// Assign the name of the currently selected projectile to projectileParticleName
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| 	}
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| 
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| 	public bool overButton()		// This function will return either true or false
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| 	{
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| 		Rect button1 = new Rect(buttonsX, buttonsY, buttonsSizeX, buttonsSizeY);
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| 		Rect button2 = new Rect(buttonsX + buttonsDistance, buttonsY, buttonsSizeX, buttonsSizeY);
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| 		
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| 		if(button1.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)) ||
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| 		   button2.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
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| 		{
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| 			return true;
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| 		}
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| 		else
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| 			return false;
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| 	}
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| }
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| } |