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Question by brentshermana · Jan 02, 2016 at 06:38 PM · 2duiclick

Distinguish between clicks in 'game area' and on UI elements

I'm making an advance wars clone. For those of you who don't know what that means, look at this image: alt text

That's what the game view currently looks like. Right now I have an input system that uses (if (Input.GetMouseButtonDown(0)) ... ) to select and move elements around.

I want to add an 'end turn' button in the bottom corner of the play area, but I'm concerned that if I click on it, the code within my Input.GetMouseButtonDown(0) block will also run. This might, for example, cause me to simultaneously cause a selected unit to move AND end my turn, which would be bad. Is there any way to prevent this, or am I just wrong in my assumption?

advance-wars.jpg (17.2 kB)
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Answer by jprocha101 · Jan 02, 2016 at 07:05 PM

Hi @brentshermana - try this

 using UnityEngine.EventSystems;

     void Update() {
     if (Input.GetMouseButton(0)) {
         if (!EventSystem.current.IsPointerOverGameObject())                Debug.Log("over a UI element!");
 
         else Debug.Log("not over UI element!");
     }
  }


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avatar image brentshermana · Jan 04, 2016 at 08:28 PM 0
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Jprocha, your answer pointed me to the right section of the unity docs, but I couldn't find any definition for the method you have there. Ins$$anonymous$$d, the following worked:

 !EventSystem.current.IsPointerOverGameObject()

Would you $$anonymous$$d editing your answer?

avatar image jprocha101 brentshermana · Jan 04, 2016 at 08:31 PM 0
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Done. Thank you for pointing that out. :)

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