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;
using Fungus.EventHandlers;
using Fungus.Commands;
namespace Fungus
{
/// <summary>
/// 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 Collider or Collider2D component attached.
/// Use in conjunction with the ObjectClicked Flowchart event handler.
/// </summary>
public class Clickable2D : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
[Tooltip("Is object clicking enabled")]
[SerializeField] protected bool clickEnabled = true;
[Tooltip("Mouse texture to use when hovering mouse over object")]
[SerializeField] protected Texture2D hoverCursor;
[Tooltip("Use the UI Event System to check for clicks. Clicks that hit an overlapping UI object will be ignored. Camera must have a PhysicsRaycaster component, or a Physics2DRaycaster for 2D colliders.")]
[SerializeField] protected bool useEventSystem;
protected virtual void ChangeCursor(Texture2D cursorTexture)
{
if (!clickEnabled)
{
return;
}
Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);
}
protected virtual void DoPointerClick()
{
if (!clickEnabled)
{
return;
}
// TODO: Cache these objects for faster lookup
ObjectClicked[] handlers = GameObject.FindObjectsOfType<ObjectClicked>();
foreach (ObjectClicked handler in handlers)
{
handler.OnObjectClicked(this);
}
}
protected virtual void DoPointerEnter()
{
ChangeCursor(hoverCursor);
}
protected virtual void DoPointerExit()
{
// Always reset the mouse cursor to be on the safe side
SetMouseCursor.ResetMouseCursor();
}
#region Legacy OnMouseX methods
protected virtual void OnMouseDown()
{
if (!useEventSystem)
{
DoPointerClick();
}
}
protected virtual void OnMouseEnter()
{
if (!useEventSystem)
{
DoPointerEnter();
}
}
protected virtual void OnMouseExit()
{
if (!useEventSystem)
{
DoPointerExit();
}
}
#endregion
#region Public methods
/// <summary>
/// Is object clicking enabled.
/// </summary>
public bool ClickEnabled { set { clickEnabled = value; } }
#endregion
#region IPointerClickHandler implementation
public void OnPointerClick(PointerEventData eventData)
{
if (useEventSystem)
{
DoPointerClick();
}
}
#endregion
#region IPointerEnterHandler implementation
public void OnPointerEnter(PointerEventData eventData)
{
if (useEventSystem)
{
DoPointerEnter();
}
}
#endregion
#region IPointerExitHandler implementation
public void OnPointerExit(PointerEventData eventData)
{
if (useEventSystem)
{
DoPointerExit();
}
}
#endregion
}
}