Actions menu imp. Still buggy at first render

This commit is contained in:
Vladimir Koshevarov
2023-03-02 19:13:11 +02:00
parent 2337bc1423
commit 62df90bb52
4 changed files with 126 additions and 33 deletions
@@ -12,13 +12,14 @@ public class ItemActionsUI : MonoBehaviour
[SerializeField]
private Button _btnCancel;
private void Awake()
private void Start()
{
Hide();
}
public void Show(string title, string description)
{
gameObject.SetActive(true);
_title.text = title;
_description.text = description;
@@ -26,12 +27,10 @@ public class ItemActionsUI : MonoBehaviour
{
Hide();
});
gameObject.SetActive(true);
}
private void Hide()
{
gameObject.SetActive(false);
//Destroy(gameObject);
}
}
+2 -2
View File
@@ -36,7 +36,7 @@ public class MouseInputManager : MonoBehaviour
if (baseObject != null)
{
OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = baseObject });
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
_waypointVisual.SetWaypoint(baseObject._playerArrivePoint.position);
Player.Instance.AddTask(new PlayerTasks(Tasks.Interact, baseObject));
@@ -50,7 +50,7 @@ public class MouseInputManager : MonoBehaviour
else
{
OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = null });
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100f, _walkableLayerMask))
{