An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
using Fungus;
namespace Fungus
{
/**
* Button click handler class for making sprites clickable.
* When the user taps on the sprite, an Action delegate method is called
*/
[RequireComponent (typeof (SpriteRenderer))]
[RequireComponent (typeof (Collider2D))]
public class Button : MonoBehaviour
{
public Action buttonAction;
public SpriteRenderer spriteRenderer;
/**
* Makes a sprite clickable by attaching a Button component (and BoxCollider2D if required).
* @param _spriteRenderer The sprite to be made clickable
* @param _buttonAction An Action delegate method to call when the player clicks on the sprite
*/
public static void MakeButton(SpriteRenderer _spriteRenderer, Action _buttonAction)
{
if (_spriteRenderer == null)
{
Debug.LogError("Sprite renderer must not be null");
return;
}
// Remove any previous button component that was added
Button oldButton = _spriteRenderer.gameObject.GetComponent<Button>();
if (oldButton != null)
{
Destroy(oldButton);
}
// Add a BoxCollider2d if none currently exists
if (_spriteRenderer.gameObject.GetComponent<Collider2D>() == null)
{
_spriteRenderer.gameObject.AddComponent<BoxCollider2D>();
}
Button button = _spriteRenderer.gameObject.AddComponent<Button>();
button.buttonAction = _buttonAction;
button.spriteRenderer = _spriteRenderer;
}
void OnMouseUpAsButton()
{
// Ignore button press if sprite is not fully visible
if (spriteRenderer.color.a != 1f)
{
return;
}
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.CallCommandMethod(buttonAction);
}
}
}