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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class ButtonColorHandler : MonoBehaviour, ISelectHandler, IDeselectHandler {

    [SerializeField] private Button thisButton;
    [SerializeField] private GameObject thisGO;
    [SerializeField] private Button newButton;
    [SerializeField] private float buttonAmount;

    [Header("BoxColorReferences")]
    [SerializeField] public GameObject NumBoxOne;
    [SerializeField] public GameObject NumBoxTwo;

    [SerializeField] public GameObject PointLightOne;
    [SerializeField] public GameObject PointLightTwo;
    [SerializeField] public GameObject PointLightThree;

    [SerializeField] public GameObject OtherLights;
    [SerializeField] public GameObject OtherBox;



    private void Update() {
        if (KhronsHolder.KhronsAmount == buttonAmount) {
            thisButton.interactable = false;
        } else {
            thisButton.interactable = true;
        }



    }


    public void OnSelect(BaseEventData eventData) {
        //  Debug.Log(this.gameObject.name + " was selected");
        NumBoxOne.SetActive(true);
        NumBoxTwo.SetActive(true);

        PointLightOne.SetActive(true);
        PointLightTwo.SetActive(true);
        PointLightThree.SetActive(true);

        OtherLights.SetActive(true);
        OtherBox.SetActive(true);

        Debug.Log("I was triggered");
    }

    public void OnDeselect(BaseEventData data) {
        // Debug.Log("Deselected");
        NumBoxOne.SetActive(false);
        NumBoxTwo.SetActive(false);

        PointLightOne.SetActive(false);
        PointLightTwo.SetActive(false);
        PointLightThree.SetActive(false);

        if (thisButton.interactable == false) {
            Debug.Log(" I was turned off");


        }
    }
}


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