using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
//be sure to use the unity system. above
void OnMouseDown()
{
Destroy(gameObject);
}
public class Combat_spell : MonoBehaviour, IPointerClickHandler,
IPointerExitHandler, IPointerEnterHandler
{
public void OnPointerClick(PointerEventData eventData)
{
UseSpell();
}
public void OnPointerEnter(PointerEventData eventData)
{
Scene_Main.display_Description("Frappe", "Inflige 5 à 7 dégats", 3, -2, this.transform.position, 3);
}
public void OnPointerExit(PointerEventData eventData)
{
Scene_Main.display_Description_Erase();
}
}