An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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/**
* This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
* It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
*/
using UnityEngine;
using UnityEngine.EventSystems;
namespace Fungus
{
/**
* Detects mouse clicks and touches on a Game Object, and sends an event to all Flowchart event handlers in the scene.
* The Game Object must have a Collider2D component attached.
* Use in conjunction with the ObjectClicked Flowchart event handler.
*/
public class Clickable2D : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler
{
[Tooltip("Is object clicking enabled")]
public bool clickEnabled = true;
[Tooltip("Mouse texture to use when hovering mouse over object")]
public Texture2D hoverCursor;
protected virtual void Start()
{
// If the main camera doesn't already have a Physics2DRaycaster then add one automatically to
// use UI raycasts for hit detection. This allows UI to block clicks on objects behind.
if (Camera.main == null)
return;
var raycast = Camera.main.GetComponent<Physics2DRaycaster>();
if (raycast == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
protected virtual void OnMouseExit()
{
// Always reset the mouse cursor to be on the safe side
SetMouseCursor.ResetMouseCursor();
}
protected virtual void changeCursor(Texture2D cursorTexture)
{
if (!clickEnabled)
{
return;
}
Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);
}
#region IPointerClickHandler implementation
public void OnPointerClick(PointerEventData eventData)
{
if (!clickEnabled)
{
return;
}
// TODO: Cache these object for faster lookup
ObjectClicked[] handlers = GameObject.FindObjectsOfType<ObjectClicked>();
foreach (ObjectClicked handler in handlers)
{
handler.OnObjectClicked(this);
}
}
#endregion
#region IPointerEnterHandler
public void OnPointerEnter(PointerEventData eventData)
{
changeCursor(hoverCursor);
}
#endregion
}
}