using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class GunsMenu : MonoBehaviour { public GameObject Buttons; public GameObject[] Guns; int currentGun = 0; void Start() { Guns[0].SetActive(true); } public void NextGun() { Guns[currentGun ].SetActive(false); currentGun++; if (currentGun >= Guns.Length) currentGun = 0; Guns[currentGun].SetActive(true); } public void PreviousGun() { Guns[currentGun].SetActive(false); currentGun--; if (currentGun < 0) currentGun = Guns.Length - 1; Guns[currentGun].SetActive(true); } private void Update() { if ((Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))) { Buttons.SetActive(false); } else if(Input.touchCount == 0 && !Input.GetMouseButton(0)) { Buttons.SetActive(true); } } }