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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BackToGame : MonoBehaviour
{
public string gameName;
public string sceneName;
public bool GoBack;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
//Creating the raycast. Note that a mask is being applied with "~" being used to exclude a specific layer. The latter layer is only used for movement direction detection.
RaycastHit2D h = Physics2D.Raycast(point, Vector2.zero, Mathf.Infinity, ~(1 << LayerMask.NameToLayer("MovementCatcher")));
var player = GameObject.Find("Player");
var follower = GameObject.Find("Follower2");
var follower1 = GameObject.Find("Follower1");
var menu = GameObject.Find("InventoryButton");
var cursor = GameObject.Find("GameManager");
if (GoBack)
{
if (h.collider.transform.name.Equals(gameName))
{
player.GetComponent<MeshRenderer>().enabled = true;
//follower.GetComponent<MeshRenderer>().enabled = false;
follower1.GetComponent<MeshRenderer>().enabled = false;
cursor.GetComponent<CursorChanger>().normalCursorId = 0;
cursor.GetComponent<CursorChanger>().searchCursorId = 3;
cursor.GetComponent<TestCamera>().maxX = 10.24f;
cursor.GetComponent<TestCamera>().minX = -10.24f;
OnMouseDown();
}
}
}
}
void OnMouseDown()
{
if (GoBack)
{
SceneManager.LoadScene(sceneName);
}
}
}