92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using WordsToolkit.Scripts.Enums;
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using WordsToolkit.Scripts.System;
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using WordsToolkit.Scripts.System.Haptic;
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namespace WordsToolkit.Scripts.Gameplay
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{
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public class LetterButton : MonoBehaviour, IPointerDownHandler, IPointerEnterHandler, IPointerUpHandler
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{
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public TextMeshProUGUI letterText;
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public Image circleImage;
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private WordSelectionManager wordSelectionManager;
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private bool isSelected = false;
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private Color color;
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private string originalLetter; // Store the original letter for validation
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private void Awake()
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{
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// Get a reference to the WordSelectionManager
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wordSelectionManager = GetComponentInParent<WordSelectionManager>();
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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// Start selection process when the user taps/clicks on a letter
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if (wordSelectionManager != null && EventManager.GameStatus == EGameState.Playing)
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{
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wordSelectionManager.StartSelection(this);
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SetSelected(true);
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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// When dragging over this letter, add it to the selection
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if (wordSelectionManager != null && wordSelectionManager.IsSelecting && EventManager.GameStatus == EGameState.Playing)
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{
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wordSelectionManager.AddToSelection(this);
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SetSelected(true);
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}
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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// End selection process when the user lifts finger/mouse
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if (wordSelectionManager != null && EventManager.GameStatus == EGameState.Playing)
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{
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wordSelectionManager.EndSelection();
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}
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}
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public void SetSelected(bool selected)
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{
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HapticFeedback.TriggerHapticFeedback(HapticFeedback.HapticForce.Light);
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isSelected = selected;
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circleImage.color = new Color(color.r, color.g, color.b, selected ? 1f : 0);
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letterText.color = selected ? Color.white : Color.black;
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}
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public string GetLetter()
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{
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return originalLetter ?? letterText.text;
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}
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public void SetText(string toString)
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{
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originalLetter = toString; // Store the original letter
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letterText.text = toString.ToUpper(); // Display in uppercase
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}
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public void SetColor(Color color)
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{
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this.color = color;
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}
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}
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} |