added ui clicks
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@ -384,6 +384,7 @@ GameObject:
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ClickSfx: event:/UI/Click
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BloopSfx: event:/UI/Select
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_clickHorizontal: 1
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_clickVertical: 0
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@ -346,6 +346,8 @@ GameObject:
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ClickSfx: event:/UI/Click
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BloopSfx: event:/UI/Select
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_clickHorizontal: 0
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_clickVertical: 0
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@ -0,0 +1,18 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class HoverSelect : MonoBehaviour, IPointerEnterHandler
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{
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private Selectable _selectable;
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private void OnEnable()
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{
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_selectable = GetComponent<Selectable>();
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}
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public void OnPointerEnter( PointerEventData eventData )
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=> _selectable.Select();
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}
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@ -0,0 +1,74 @@
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using System.Collections;
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using System.Collections.Generic;
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using FMODUnity;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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public class NoisyUIElement : MonoBehaviour, ISelectHandler, ISubmitHandler, IPointerClickHandler, IMoveHandler
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{
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[SerializeField]
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[EventRef]
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private string ClickSfx;
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[SerializeField]
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[EventRef]
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private string BloopSfx;
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[SerializeField]
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private bool _clickHorizontal;
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[SerializeField]
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private bool _clickVertical;
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private void PlayClickSfx()
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{
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if ( !string.IsNullOrEmpty( ClickSfx ) )
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{
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RuntimeManager.PlayOneShot( ClickSfx );
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}
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}
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private void PlayBloopSfx()
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{
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if ( !string.IsNullOrEmpty( BloopSfx ) )
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{
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RuntimeManager.PlayOneShot( BloopSfx );
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}
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}
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public void OnSelect( BaseEventData eventData )
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=> PlayClickSfx();
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public void OnSubmit( BaseEventData eventData )
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=> PlayBloopSfx();
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public void OnPointerClick( PointerEventData eventData )
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=> PlayBloopSfx();
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public void OnDrag( PointerEventData eventData )
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=> PlayBloopSfx();
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public void OnMove( AxisEventData eventData )
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{
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switch ( eventData.moveDir )
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{
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case MoveDirection.Left:
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case MoveDirection.Right:
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if ( _clickHorizontal )
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{
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PlayClickSfx();
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}
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break;
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case MoveDirection.Up:
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case MoveDirection.Down:
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if ( _clickVertical )
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{
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PlayClickSfx();
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}
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break;
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}
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}
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}
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@ -0,0 +1,11 @@
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