Step by Step Guide on How to Implement UI Interaction (Drag to UI, Cover to Reveal) in Unity
How to Implement UI Interaction (Drag to UI, Cover to Reveal) in Unity
Ready to take your Unity puzzles to the next level with clever UI interactions? This guide will show you how to drag game objects onto UI elements step by step and how to create a cover to reveal puzzle in Unity. These mechanics are essential for "Brain Test" style games that challenge players to think beyond traditional game spaces.
Estimated Time: 60-90 minutes
Difficulty: Advanced Intermediate
Prerequisites: Your existing "Tricky Logic Puzzle" project, including the GameManager and InteractableObject scripts from previous steps.
Let's integrate our game objects with our UI!
Step 1: Make UI Elements Valid Drag Targets
First, we need to extend our InteractableObject script to recognize UI elements like our question text or hint button as valid targets for dragging.
Step-by-Step: Modify
Open InteractableObject.cs in your code editor.
Add a new to clearly define different types of interaction targets (including UI elements).
Add a new to the InteractableObjectType enum.
Add a new to InteractableObject to specify which UI element is the correct target.
Modify to include the new Drag_ToUIElement type.
Add new to handle Drag_ToUIElement, checking if the dragged object landed on the correct UI GameObject.
Add new public getter and a ReportCoverSuccess() method (for Phase 2).
Replace the entire content of your InteractableObject.cs script with the updated code provided below.
Key Changes in
enum: Defines specific types of targets, like QuestionText, HintButton, and CoverSpot.
: New enum value for objects meant to be dragged onto UI.
: Serialized field to specify the correct UI target for a Drag_ToUIElement object.
: Updated to also ignore Drag_ToUIElement.
: Updated to include Drag_ToUIElement in draggable types.
: Now includes a new else if block for Drag_ToUIElement. This block uses eventData.pointerEnter to identify the UI GameObject under the dragged object and compares it to correctDropUITarget.
: Public getter for the new correctDropUITarget.
: A new method that CoverDetector (created in Phase 2) will call.
codeC#
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using DG.Tweening;
// NEW: Enum for different types of interactable targets (for drag and drop)
public enum InteractableTargetType
{
None,
ObjectTarget, // Another InteractableObject in the scene
QuestionText, // The UI TextMeshPro question
HintButton, // The UI Hint Button
CoverSpot, // A spot to cover to reveal something
InvisibleTrigger // Generic invisible target
}
public enum InteractableObjectType
{
Tap_SingleCorrect,
Drag_ToTarget, // Drag to another interactable object
Tap_SequencePart,
Tap_FakeWrong,
Swipe_OffScreen,
Shake_Device,
Move_WithDeviceTilt,
Press_VolumeButton,
Drag_OffScreen,
Drag_ToUIElement, // NEW: For objects that are dragged onto UI elements (like question text)
NonInteractable
}
public class InteractableObject : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[Header("Interaction Settings")]
[SerializeField] private InteractableObjectType interactionType = InteractableObjectType.Tap_SingleCorrect;
[SerializeField] private InteractableObject correctDropObjectTarget; // Only relevant for Drag_ToTarget
[SerializeField] private InteractableTargetType correctDropUITarget; // NEW: For Drag_ToUIElement
[Header("Sequence Specifics (for Tap_SequencePart)")]
public int sequenceOrder = -1;
[Header("Swipe Specifics (for Swipe_OffScreen)")]
[SerializeField] private float swipeThreshold = 300f;
[SerializeField] private float swipeDuration = 0.3f;
[SerializeField] private Vector2 swipeDirection = new Vector2(1, 0);
public GameObject objectToRevealOnSwipe;
[Header("Tilt Specifics (for Move_WithDeviceTilt)")]
[SerializeField] private float tiltSpeed = 100f;
[SerializeField] private RectTransform moveBounds;
[SerializeField] private bool hasReachedTargetArea = false;
[Header("Drag Off-Screen Specifics")]
[SerializeField] private float screenPadding = 50f;
[Header("Animation Settings")]
[SerializeField] private float wiggleDuration = 0.2f;
[SerializeField] private float wiggleStrength = 10f;
[SerializeField] private int wiggleVibrato = 10;
[SerializeField] private float wiggleElasticity = 1f;
// Internal references
private Image imageComponent;
private Color initialColor;
private Vector3 initialPosition;
private Quaternion initialRotation;
private RectTransform rectTransform;
private Vector3 dragStartPos;
private void Awake()
{
imageComponent = GetComponent<Image>();
if (imageComponent != null) { initialColor = imageComponent.color; }
rectTransform = GetComponent<RectTransform>();
initialPosition = rectTransform.position;
initialRotation = rectTransform.localRotation;
}
private void Update()
{
if (interactionType == InteractableObjectType.Move_WithDeviceTilt && gameObject.activeSelf)
{
MoveWithTilt();
}
}
private void MoveWithTilt()
{
Vector3 acceleration = Input.acceleration;
float moveX = acceleration.x * tiltSpeed * Time.deltaTime;
float moveY = acceleration.y * tiltSpeed * Time.deltaTime;
Vector3 newPosition = rectTransform.position + new Vector3(moveX, moveY, 0);
if (moveBounds != null)
{
Vector2 localPoint;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
moveBounds, newPosition, GameManager.Instance.GetUICamera(), out localPoint
);
localPoint.x = Mathf.Clamp(localPoint.x, moveBounds.rect.xMin, moveBounds.rect.xMax);
localPoint.y = Mathf.Clamp(localPoint.y, moveBounds.rect.yMin, moveBounds.rect.yMax);
newPosition = RectTransformUtility.LocalPointToScreenPoint(GameManager.Instance.GetUICamera(), localPoint, moveBounds);
}
rectTransform.position = newPosition;
}
public void OnPointerClick(PointerEventData eventData)
{
if (interactionType == InteractableObjectType.NonInteractable ||
interactionType == InteractableObjectType.Shake_Device ||
interactionType == InteractableObjectType.Press_VolumeButton ||
interactionType == InteractableObjectType.Move_WithDeviceTilt ||
interactionType == InteractableObjectType.Drag_ToUIElement || // NEW: Also ignore click on Drag_ToUIElement
interactionType == InteractableObjectType.Drag_OffScreen) return;
if (GameManager.Instance.IsDragging) return;
Debug.Log(gameObject.name + " was tapped!");
GameManager.Instance.HandleTapInteraction(this);
}
public void OnBeginDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen &&
interactionType != InteractableObjectType.Drag_ToUIElement) return; // NEW: Added Drag_ToUIElement
Debug.Log(gameObject.name + " began dragging.");
transform.SetAsLastSibling();
GameManager.Instance.IsDragging = true;
dragStartPos = rectTransform.position;
}
public void OnDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen &&
interactionType != InteractableObjectType.Drag_ToUIElement) return;
rectTransform.position += (Vector3)eventData.delta;
}
public void OnEndDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen &&
interactionType != InteractableObjectType.Drag_ToUIElement) return;
Debug.Log(gameObject.name + " ended dragging.");
imageComponent.color = initialColor;
GameManager.Instance.IsDragging = false;
bool isCorrectInteraction = false;
if (interactionType == InteractableObjectType.Drag_ToTarget)
{
if (correctDropObjectTarget != null)
{
GameObject droppedOnObject = eventData.pointerEnter;
if (droppedOnObject != null)
{
InteractableObject targetInteractable = droppedOnObject.GetComponent<InteractableObject>();
if (targetInteractable == correctDropObjectTarget) { isCorrectInteraction = true; }
}
}
GameManager.Instance.HandleDragDropInteraction(this, correctDropObjectTarget, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); } // Only reset if incorrect
}
else if (interactionType == InteractableObjectType.Swipe_OffScreen)
{
Vector3 dragDistance = rectTransform.position - dragStartPos;
Vector3 projectedDistance = Vector3.Project(dragDistance, swipeDirection.normalized);
if (projectedDistance.magnitude >= swipeThreshold && Vector3.Dot(dragDistance.normalized, swipeDirection.normalized) > 0.5f)
{
isCorrectInteraction = true;
rectTransform.DOMove(rectTransform.position + (Vector3)swipeDirection.normalized * 1000f, swipeDuration)
.SetEase(Ease.OutQuad)
.OnComplete(() =>
{
gameObject.SetActive(false);
if (objectToRevealOnSwipe != null) { objectToRevealOnSwipe.SetActive(true); }
});
}
else { isCorrectInteraction = false; }
GameManager.Instance.HandleSwipeInteraction(this, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); }
}
else if (interactionType == InteractableObjectType.Drag_OffScreen)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
bool completelyOffScreen = true;
foreach (Vector3 corner in corners)
{
Vector3 viewportPoint = GameManager.Instance.GetUICamera().WorldToViewportPoint(corner);
float normalizedPaddingX = screenPadding / Screen.width;
float normalizedPaddingY = screenPadding / Screen.height;
if (viewportPoint.x > -normalizedPaddingX && viewportPoint.x < 1f + normalizedPaddingX &&
viewportPoint.y > -normalizedPaddingY && viewportPoint.y < 1f + normalizedPaddingY)
{
completelyOffScreen = false;
break;
}
}
if (completelyOffScreen)
{
isCorrectInteraction = true;
gameObject.SetActive(false);
}
else { isCorrectInteraction = false; }
GameManager.Instance.HandleDragOffScreenInteraction(this, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); }
}
else if (interactionType == InteractableObjectType.Drag_ToUIElement) // NEW: Drag to UI Element Logic
{
GameObject droppedOnObject = eventData.pointerEnter;
bool targetMatch = false;
if (droppedOnObject != null)
{
// Check if it's the question text
if (correctDropUITarget == InteractableTargetType.QuestionText && droppedOnObject == GameManager.Instance.GetQuestionTextGameObject())
{
targetMatch = true;
}
// Check if it's the hint button
else if (correctDropUITarget == InteractableTargetType.HintButton && droppedOnObject == GameManager.Instance.GetHintButtonGameObject())
{
targetMatch = true;
}
// 'CoverSpot' logic will be handled by the CoverDetector script's OnTriggerEnter2D
// This 'else if' block for CoverSpot is left for completeness of enum,
// but the actual puzzle completion for CoverSpot is managed by the trigger.
else if (correctDropUITarget == InteractableTargetType.CoverSpot)
{
// For a CoverSpot, the correctDropUITarget is set on the *CoverSpot* itself,
// not on the object being dragged. The dragged object only has a generic Drag_ToTarget.
// This block will typically not be hit if the dragged object is configured as Drag_ToTarget.
// If you wanted to directly check a 'Drag_ToUIElement' for a 'CoverSpot', you'd need
// to add a component to the CoverSpot that allows comparison with droppedOnObject.
}
}
if (targetMatch)
{
isCorrectInteraction = true;
gameObject.SetActive(false); // Hide the object once it's successfully dragged to the UI
}
else
{
isCorrectInteraction = false;
}
GameManager.Instance.HandleDragToUIInteraction(this, correctDropUITarget, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); }
}
}
public void ResetVisuals()
{
if (imageComponent != null) { imageComponent.color = initialColor; }
if (rectTransform != null)
{
rectTransform.DOKill(true);
rectTransform.position = initialPosition;
rectTransform.localRotation = initialRotation;
}
hasReachedTargetArea = false;
gameObject.SetActive(true); // Ensure object is active on reset
}
public void SetHighlightColor(Color color, bool doWiggle = false)
{
if (imageComponent != null) { imageComponent.color = color; }
if (doWiggle) { Wiggle(); }
}
private void Wiggle()
{
rectTransform.DOKill();
rectTransform.DOPunchRotation(
new Vector3(0f, 0f, wiggleStrength), wiggleDuration, wiggleVibrato, wiggleElasticity
).SetEase(Ease.OutElastic).OnComplete(() => rectTransform.localRotation = initialRotation);
}
public InteractableObjectType GetInteractionType() => interactionType;
public int GetSequenceOrder() => sequenceOrder;
public InteractableTargetType GetCorrectDropUITarget() => correctDropUITarget; // NEW
public void ReportTiltSuccess()
{
if (interactionType == InteractableObjectType.Move_WithDeviceTilt && !hasReachedTargetArea)
{
hasReachedTargetArea = true;
GameManager.Instance.HandleTiltInteraction(true);
}
}
// NEW: Method for CoverSpot to report success (called by CoverDetector)
public void ReportCoverSuccess(InteractableObject coveredByObject)
{
// This InteractableObject is the *CoverMeSpot* itself.
// The 'coveredByObject' is the object being dragged *onto* the CoverMeSpot.
if (interactionType == InteractableObjectType.Drag_ToUIElement && correctDropUITarget == InteractableTargetType.CoverSpot)
{
GameManager.Instance.HandleCoverInteraction(coveredByObject, this, true); // Report the covering object and this spot
}
}
}
Save the InteractableObject.cs script.
Step 2: Update GameManager for UI Interaction and Cover Mechanics
The GameManager needs to have direct references to our UI GameObjects and new handler methods for these interaction types.
Step-by-Step: Modify
Open GameManager.cs in your code editor.
Add for questionTextGameObject and hintButtonGameObject.
Add a new AudioClip.
Add new handler methods: HandleDragToUIInteraction() and HandleCoverInteraction().
Update the to check if the new GameObject references are assigned.
Replace the entire content of your GameManager.cs script with the updated code below.
Key Changes in
and New serialized GameObject references to link the actual UI elements.
: New AudioClip for UI-related drag/cover events.
: Now includes Debug.LogError checks for the new GameObject references.
: New public method for when an object is correctly dragged onto a UI element.
: New public method specifically for the "cover to reveal" puzzle type, triggered by CoverDetector.
and New public getter methods to allow InteractableObject to access these references.
C#
using UnityEngine;
using TMPro;
using System.Collections;
using System.Linq;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
[Header("UI References")]
[SerializeField] private TextMeshProUGUI questionText;
[SerializeField] private TextMeshProUGUI feedbackText;
[SerializeField] private TextMeshProUGUI hintText;
[SerializeField] private GameObject hintPanel;
[SerializeField] private InteractableObject[] allSceneInteractableObjects;
[SerializeField] private Camera uiCamera;
[SerializeField] private GameObject questionTextGameObject; // NEW: Reference to the GameObject of the question text
[SerializeField] private GameObject hintButtonGameObject; // NEW: Reference to the GameObject of the hint button
[Header("Audio References")]
[SerializeField] private AudioSource audioSource;
[SerializeField] private AudioClip correctSound;
[SerializeField] private AudioClip incorrectSound;
[SerializeField] private AudioClip tapSound;
[SerializeField] private AudioClip shakeSound;
[SerializeField] private AudioClip buttonPressSound;
[SerializeField] private AudioClip uiInteractionSound; // NEW: For dragging onto UI
[Header("Game Settings")]
[SerializeField] private float feedbackDisplayDuration = 2f;
[Header("Device Input Settings")]
[SerializeField] private float shakeDetectionThreshold = 2.0f;
[SerializeField] private float shakeDetectionTime = 0.5f;
private float shakeTimer;
private bool isShakingPuzzleActive = false;
private bool isTiltingPuzzleActive = false;
private bool isVolumeButtonPuzzleActive = false;
[Header("Puzzle Configuration")]
[SerializeField] private PuzzleData[] allPuzzles;
private int currentPuzzleIndex = 0;
// For Multi-Stage Puzzles
private int currentCorrectInteractions = 0;
private int currentSequenceStep = 0;
public bool IsDragging { get; set; } = false;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
InitializeUI();
LoadPuzzle(currentPuzzleIndex);
}
private void InitializeUI()
{
feedbackText?.gameObject.SetActive(false);
if (feedbackText == null) Debug.LogError("Feedback Text is not assigned!");
if (questionText == null) Debug.LogError("Question Text is not assigned!");
hintPanel?.SetActive(false);
if (hintText == null) Debug.LogError("Hint Text is not assigned!");
if (audioSource == null) { audioSource = GetComponent<AudioSource>(); if (audioSource == null) { Debug.LogError("AudioSource not found!"); } }
if (uiCamera == null) { uiCamera = Camera.main; if (uiCamera == null) { Debug.LogError("UI Camera is not assigned! Ensure your Main Camera is tagged 'MainCamera' or assigned here."); } }
if (questionTextGameObject == null) { Debug.LogError("Question Text GameObject is not assigned!"); } // NEW Check
if (hintButtonGameObject == null) { Debug.LogError("Hint Button GameObject is not assigned!"); } // NEW Check
Input.gyro.enabled = true;
Input.backButtonLeavesApp = true;
}
private void Update()
{
if (!feedbackText.gameObject.activeSelf)
{
if (isShakingPuzzleActive) { CheckForShake(); }
if (isVolumeButtonPuzzleActive) { CheckForVolumeButtonPress(); }
}
if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); }
}
private void CheckForShake()
{
float accelerationMagnitude = Input.acceleration.sqrMagnitude;
if (accelerationMagnitude > shakeDetectionThreshold * shakeDetectionThreshold)
{
shakeTimer += Time.deltaTime;
if (shakeTimer >= shakeDetectionTime)
{
Debug.Log("Device shaken!");
HandleShakeInteraction(true);
shakeTimer = 0f;
}
}
else { shakeTimer = 0f; }
}
private void CheckForVolumeButtonPress()
{
if (Input.GetKeyDown(KeyCode.VolumeUp) || Input.GetKeyDown(KeyCode.VolumeDown))
{
Debug.Log("Volume button pressed!");
HandleVolumeButtonInteraction(true);
isVolumeButtonPuzzleActive = false;
}
}
public void HandleTapInteraction(InteractableObject tappedObject)
{
if (feedbackText.gameObject.activeSelf || IsDragging) return;
PlaySound(tapSound); HideHint();
bool isCorrect = false;
PuzzleData currentPuzzle = allPuzzles[currentPuzzleIndex];
switch (tappedObject.GetInteractionType())
{
case InteractableObjectType.Tap_SingleCorrect:
isCorrect = currentPuzzle.interactableObjects.Contains(tappedObject) && !currentPuzzle.isMultiStagePuzzle;
break;
case InteractableObjectType.Tap_SequencePart:
if (currentPuzzle.isMultiStagePuzzle && currentPuzzle.sequenceCorrectOrder.Length > currentSequenceStep &&
tappedObject == currentPuzzle.sequenceCorrectOrder[currentSequenceStep])
{ isCorrect = true; tappedObject.SetHighlightColor(Color.green); currentSequenceStep++; }
else { isCorrect = false; }
break;
case InteractableObjectType.Tap_FakeWrong:
isCorrect = false;
break;
default: // Tapping other types is generally incorrect for these interactions
isCorrect = false;
break;
}
ProcessInteractionResult(isCorrect, tappedObject);
}
public void HandleDragDropInteraction(InteractableObject draggedObject, InteractableObject targetObject, bool isCorrectDrop)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); HideHint();
bool isCorrect = isCorrectDrop && draggedObject.GetInteractionType() == InteractableObjectType.Drag_ToTarget;
ProcessInteractionResult(isCorrect, draggedObject);
}
public void HandleSwipeInteraction(InteractableObject swipedObject, bool isCorrectSwipe)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); HideHint();
bool isCorrect = isCorrectSwipe && swipedObject.GetInteractionType() == InteractableObjectType.Swipe_OffScreen;
ProcessInteractionResult(isCorrect, swipedObject);
}
public void HandleShakeInteraction(bool isCorrectShake)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(shakeSound); HideHint();
ProcessInteractionResult(isCorrectShake, null);
}
public void HandleTiltInteraction(bool isCorrectTilt)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(correctSound); HideHint();
ProcessInteractionResult(isCorrectTilt, null);
}
public void HandleVolumeButtonInteraction(bool isCorrectButtonPress)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(buttonPressSound); HideHint();
ProcessInteractionResult(isCorrectButtonPress, null);
}
public void HandleDragOffScreenInteraction(InteractableObject draggedObject, bool isCorrectDragOff)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); HideHint();
bool isCorrect = isCorrectDragOff && draggedObject.GetInteractionType() == InteractableObjectType.Drag_OffScreen;
ProcessInteractionResult(isCorrect, draggedObject);
}
// NEW: Handle Drag to UI Interaction
public void HandleDragToUIInteraction(InteractableObject draggedObject, InteractableTargetType targetType, bool isCorrectDragToUI)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(uiInteractionSound); // Play a specific UI interaction sound
HideHint();
ProcessInteractionResult(isCorrectDragToUI, draggedObject);
}
// NEW: Handle Cover Interaction (when one object covers another)
public void HandleCoverInteraction(InteractableObject coveringObject, InteractableObject coveredSpot, bool isCorrectCover)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(uiInteractionSound); // Or a specific "reveal" sound
HideHint();
ProcessInteractionResult(isCorrectCover, coveringObject); // Report the covering object as the one that performed the interaction
}
private void ProcessInteractionResult(bool isCorrect, InteractableObject interactedObject = null)
{
if (isCorrect)
{
PlaySound(correctSound);
ShowFeedback("CORRECT!", Color.green);
currentCorrectInteractions++;
if (currentCorrectInteractions >= allPuzzles[currentPuzzleIndex].totalCorrectInteractionsNeeded)
{ StartCoroutine(HideFeedbackAfterDelay(true)); }
else { StartCoroutine(HideFeedbackAfterDelay(false)); }
}
else
{
PlaySound(incorrectSound);
ShowFeedback("TRY AGAIN!", Color.red);
interactedObject?.SetHighlightColor(Color.red, true);
StartCoroutine(ResetPuzzleAfterDelay());
}
}
private void ShowFeedback(string message, Color color)
{
if (feedbackText != null) { feedbackText.gameObject.SetActive(true); feedbackText.text = message; feedbackText.color = color; }
}
private IEnumerator HideFeedbackAfterDelay(bool loadNext)
{
yield return new WaitForSeconds(feedbackDisplayDuration);
if (feedbackText != null) { feedbackText.gameObject.SetActive(false); }
if (loadNext)
{
currentPuzzleIndex++;
if (currentPuzzleIndex < allPuzzles.Length) { LoadPuzzle(currentPuzzleIndex); }
else
{ Debug.Log("All puzzles completed!"); ShowFeedback("Game Completed!", Color.yellow); }
}
ResetAllInteractables();
}
private IEnumerator ResetPuzzleAfterDelay()
{
yield return new WaitForSeconds(feedbackDisplayDuration);
if (feedbackText != null) { feedbackText.gameObject.SetActive(false); }
ResetAllInteractables();
}
private void ResetAllInteractables()
{
if (allSceneInteractableObjects != null)
{ foreach (InteractableObject obj in allSceneInteractableObjects) { if (obj != null) { obj.ResetVisuals(); } } }
currentCorrectInteractions = 0;
currentSequenceStep = 0;
IsDragging = false;
}
private void LoadPuzzle(int index)
{
if (index < 0 || index >= allPuzzles.Length) { Debug.LogError("Attempted to load invalid puzzle index: " + index); return; }
PuzzleData puzzleToLoad = allPuzzles[index];
currentCorrectInteractions = 0;
currentSequenceStep = 0;
IsDragging = false;
isShakingPuzzleActive = false;
isTiltingPuzzleActive = false;
isVolumeButtonPuzzleActive = false;
foreach (InteractableObject obj in allSceneInteractableObjects)
{
// NEW: Reset CoverDetector state for cover puzzles before deactivating/reactivating
CoverDetector coverDetector = obj.GetComponent<CoverDetector>();
if (coverDetector != null)
{
coverDetector.ResetCoverState();
}
if (obj != null) {
obj.gameObject.SetActive(false); // Deactivate all first
}
}
// Activate and initialize only relevant objects for this puzzle
foreach (InteractableObject obj in puzzleToLoad.interactableObjects)
{
if (obj != null) {
obj.gameObject.SetActive(true);
obj.ResetVisuals(); // Ensure they are at their starting state
}
// Set flags based on puzzle interactable types
if (obj.GetInteractionType() == InteractableObjectType.Shake_Device) { isShakingPuzzleActive = true; }
if (obj.GetInteractionType() == InteractableObjectType.Move_WithDeviceTilt) { isTiltingPuzzleActive = true; }
if (obj.GetInteractionType() == InteractableObjectType.Press_VolumeButton) { isVolumeButtonPuzzleActive = true; }
}
questionText.text = puzzleToLoad.question;
hintText.text = puzzleToLoad.hint;
HideHint();
Debug.Log($"Loaded Puzzle {index + 1}: {puzzleToLoad.question}");
}
public void ShowHint() { if (hintPanel != null && allPuzzles != null && allPuzzles.Length > currentPuzzleIndex && allPuzzles[currentPuzzleIndex].hint != "") { hintPanel.SetActive(true); } }
public void HideHint() { hintPanel?.SetActive(false); }
private void PlaySound(AudioClip clip) { if (audioSource != null && clip != null) { audioSource.PlayOneShot(clip); } }
public Camera GetUICamera() { return uiCamera; }
public GameObject GetQuestionTextGameObject() { return questionTextGameObject; } // NEW Getter
public GameObject GetHintButtonGameObject() { return hintButtonGameObject; } // NEW Getter
}
Save the GameManager.cs script.
Step-by-Step: Add UI Interaction Sound in Unity Editor
In your _Audio folder in the Project panel, drag a suitable sound (e.g., a "pop" or "whoosh") for UI interactions.
Select _GameManager in the Hierarchy.
In the Inspector, locate the GameManager (Script) component.
Drag your new audio clip into the UI Interaction Sound slot.
Step 3: Create New Objects and Configure Puzzles in Unity
Now, let's create the visual elements and puzzle data for our new UI interactions.
A. Step-by-Step: Assign UI GameObjects in GameManager
It's crucial to link the actual UI elements to the GameManager script.
Select _GameManager in the Hierarchy.
In the Inspector, under GameManager (Script):
Drag your QuestionText (the TextMeshPro object) from your UI into the Question Text Game Object slot.
Drag your HintButton (the actual Button GameObject) from your UI into the Hint Button Game Object slot.
B. Step-by-Step: Create Drag to UI Object (for Puzzle 10)
This is a draggable object that needs to be moved onto the question text.
In the Hierarchy, right-click Canvas. Select UI > Image. Rename it DragToQuestion.
In the Inspector, set its properties:
Rect Transform: Pos X: 0, Pos Y: -300, Width: 200, Height: 200 (Adjust Y to place it away from the question initially)
Image (Script): Color: DarkGreen
Add an InteractableObject component.
Interaction Type: Drag_ToUIElement
Correct Drop UI Target: QuestionText
Crucially: Uncheck the checkbox next to DragToQuestion in the Hierarchy to make it initially inactive (hidden).
C. Step-by-Step: Create Cover to Reveal Puzzle (for Puzzle 11)
This involves creating a "spot" that needs to be covered by another object to reveal a hidden solution.
The Object to Cover (the "spot"):
In the Hierarchy, right-click Canvas. Select UI > Image. Rename it CoverMeSpot.
In the Inspector, set its properties:
Rect Transform: Pos X: 0, Pos Y: 0, Width: 300, Height: 300
Image (Script): Color: Gray
Add an InteractableObject component.
Interaction Type: Drag_ToUIElement (While it's not dragged, setting it to a Drag_ToUIElement with a CoverSpot target allows ReportCoverSuccess to work correctly. This acts as the target that gets covered).
Correct Drop UI Target: CoverSpot
Add a Box Collider 2D component to CoverMeSpot.
Check the Is Trigger checkbox.
Add a new C# script to CoverMeSpot. Right-click CoverMeSpot in the Inspector, select Add Component, then type CoverDetector and select New Script. Create and Add.
The Object to Be Covered (initially hidden):
Right-click CoverMeSpot in the Hierarchy. Select UI > Image. Rename it HiddenSolution.
In the Inspector, set its properties (relative to CoverMeSpot):
Rect Transform: Pos X: 0, Pos Y: 0, Width: 200, Height: 200
Image (Script): Color: Cyan
Add an InteractableObject component.
Interaction Type: Tap_SingleCorrect (Once revealed, the player will tap this).
Crucially: Uncheck the checkbox next to HiddenSolution in the Hierarchy to make it initially inactive (hidden).
The Object that will Cover:
In the Hierarchy, right-click Canvas. Select UI > Image. Rename it CoverObject.
In the Inspector, set its properties:
Rect Transform: Pos X: 0, Pos Y: -400, Width: 250, Height: 250 (Place it away from CoverMeSpot initially).
Image (Script): Color: LightSalmon
Add an InteractableObject component.
Interaction Type: Drag_ToTarget (This object is dragged to cover the CoverMeSpot).
Correct Drop Object Target: Drag CoverMeSpot (from Hierarchy) into this slot.
Add a Box Collider 2D component to CoverObject.
Crucially: Ensure Is Trigger is UNCHECKED. This object will be the "physical" object that enters the CoverMeSpot's trigger.
Crucially: Uncheck the checkboxes next to CoverMeSpot, HiddenSolution, and CoverObject in the Hierarchy to make them initially inactive (hidden).
Step-by-Step: Create
In your _Scripts folder, find the newly created CoverDetector.cs script.
Open CoverDetector.cs and replace its content with the following complete code:
codeC#
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class CoverDetector : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private GameObject objectToReveal; // The object that is hidden and needs to be revealed
[SerializeField] private InteractableObject coverSpotInteractable; // Reference to the InteractableObject on THIS GameObject
private bool isCovered = false; // To prevent multiple detections or re-detections without reset
private void Awake()
{
if (coverSpotInteractable == null)
{
coverSpotInteractable = GetComponent<InteractableObject>();
if (coverSpotInteractable == null)
{
Debug.LogError("CoverDetector: InteractableObject not found on this GameObject!");
}
}
if (objectToReveal == null)
{
Debug.LogError("CoverDetector: Object To Reveal is not assigned!");
}
// Ensure a Rigidbody2D is present on this object for trigger detection to work
if (GetComponent<Rigidbody2D>() == null)
{
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
rb.isKinematic = true;
rb.gravityScale = 0;
}
}
// This is called when another object enters this collider's trigger
private void OnTriggerEnter2D(Collider2D other)
{
InteractableObject incomingObject = other.GetComponent<InteractableObject>();
if (incomingObject != null && !isCovered)
{
Debug.Log($"CoverDetector: {incomingObject.name} entered trigger of {gameObject.name}!");
isCovered = true;
if (objectToReveal != null)
{
objectToReveal.SetActive(true); // Reveal the hidden solution
Debug.Log($"CoverDetector: Revealed {objectToReveal.name}");
}
GameManager.Instance.HandleCoverInteraction(incomingObject, coverSpotInteractable, true);
}
}
private void OnTriggerExit2D(Collider2D other)
{
// For this example, once revealed, it stays revealed or solved until puzzle reset.
// If you want it to hide again if the object is moved off, you would add logic here.
}
public void OnPointerEnter(PointerEventData eventData)
{
// Optional: visual feedback when an object hovers over this
}
public void OnPointerExit(PointerEventData eventData)
{
// Optional: visual feedback when an object leaves this
}
// Call this from GameManager when loading a new puzzle to reset state
public void ResetCoverState()
{
isCovered = false;
if (objectToReveal != null)
{
objectToReveal.SetActive(false); // Make sure the revealed object is hidden again
}
}
}
Save the CoverDetector.cs script.
Step-by-Step: Assign
Select CoverMeSpot in the Hierarchy.
In the Inspector, in its CoverDetector component:
Drag HiddenSolution (from Hierarchy) into the Object To Reveal slot.
Drag CoverMeSpot itself (from Hierarchy) into the Cover Spot Interactable slot (this links to its own InteractableObject component).
D. Step-by-Step: Create New PuzzleData Assets
Define the new puzzles (Puzzle 10 and Puzzle 11).
Puzzle 10: Drag to UI Element (Question Text)
In your _Scripts folder, right-click Create > TrickyLogicPuzzle > Puzzle Data.
Name it Puzzle10_DragToQuestion.
In the Inspector, configure Puzzle10_DragToQuestion:
Puzzle Name: Read Closely
Question: Drag the green block to the question!
Hint: The answer is right in front of you.
Is Multi Stage Puzzle: UNCHECKED
Total Correct Interactions Needed: 1
Interactable Objects: Set Size to 1. Drag DragToQuestion into Element 0.
Puzzle 11: Cover to Reveal
In your _Scripts folder, right-click **Create > TrickyLogicPuzzle > Puzzle Data`.
Name it Puzzle11_CoverToReveal.
In the Inspector, configure Puzzle11_CoverToReveal:
Puzzle Name: Hide and Seek
Question: Find what's underneath!
Hint: Some things are better left covered.
Is Multi Stage Puzzle: CHECKED (because it requires one drag to cover, then one tap on the revealed object).
Total Correct Interactions Needed: 2
Interactable Objects: Set Size to 3. Drag CoverMeSpot, HiddenSolution, and CoverObject into the elements.
E. Step-by-Step: Update _GameManager's All Scene Interactable Objects
The _GameManager needs to know about your new objects.
Select the _GameManager GameObject in the Hierarchy.
In the Inspector, under the GameManager (Script) component:
All Scene Interactable Objects:
Set Size to 19 (add DragToQuestion, CoverMeSpot, HiddenSolution, CoverObject to your existing 15).
Drag ALL 19 GameObjects from the Hierarchy into their respective slots.
F. Step-by-Step: Update GameManager's All Puzzles Array
The _GameManager needs to know about your new puzzles.
Select the _GameManager GameObject in the Hierarchy.
In the Inspector, under the GameManager (Script) component:
All Puzzles Array:
Set Size to 11.
Drag your new Puzzle10_DragToQuestion into Element 9.
Drag your new Puzzle11_CoverToReveal into Element 10.
G. Step-by-Step: Add Box Collider 2D to QuestionText and HintButton
For UI elements to be valid drag targets, they need a collider.
Select your QuestionText (TextMeshPro) object in the Hierarchy.
Add a Box Collider 2D component. Check the Is Trigger checkbox.
Select your HintButton (the actual Button GameObject) in the Hierarchy.
Add a Box Collider 2D component. Check the Is Trigger checkbox.
Important: Ensure these UI elements (and the object being dragged, DragToQuestion) are on layers that are configured to interact in the Physics 2D Settings (Edit > Project Settings > Physics 2D). By default, Default layer interacts with Default.
H. Step-by-Step: Update GameManager.LoadPuzzle to Reset CoverDetector
The CoverDetector needs to be reset when a new puzzle loads so the hidden solution isn't already revealed.
Open GameManager.cs.
Locate the LoadPuzzle method.
Inside the first (that iterates through allSceneInteractableObjects to deactivate them), add a call to right before obj.gameObject.SetActive(false);. The complete loop should look like this:
codeC#
foreach (InteractableObject obj in allSceneInteractableObjects)
{
if (obj != null) {
// NEW: Reset CoverDetector state for cover puzzles before deactivating
CoverDetector coverDetector = obj.GetComponent<CoverDetector>();
if (coverDetector != null)
{
coverDetector.ResetCoverState();
}
obj.gameObject.SetActive(false); // Deactivate all first
}
}
Save the GameManager.cs script.
Save Your Scene: File > Save (or Ctrl+S / Cmd+S).
Step 4: Test the New Puzzles!
It's time to test your UI interaction and cover-to-reveal puzzles!
Run the Game: Click the Play button.
Play through Puzzles 1-9 to get to Puzzle 10.
Puzzle 10 (Drag to Question Text):
Question: "Drag the green block to the question!"
You should see the DarkGreen DragToQuestion block.
How to drag to UI elements step by step: Drag this block directly onto the question text at the top of the screen.
It should disappear, you'll hear the UI interaction sound, then "CORRECT!" feedback, and the puzzle advances.
Puzzle 11 (Cover to Reveal):
Question: "Find what's underneath!"
You should see the Gray CoverMeSpot and the LightSalmon CoverObject. The Cyan HiddenSolution should be invisible.
How to create a cover to reveal puzzle step by step:
Drag the LightSalmon CoverObject to fully cover the Gray CoverMeSpot.
When it covers, the Cyan HiddenSolution should appear. The CoverObject will remain in place (or snap back if you move it away, depending on ResetVisuals).
Now, tap the Cyan HiddenSolution.
"CORRECT!" should appear, and the game will complete.
Debugging Tips for UI Interactions:
Drag to UI not working:
Double-check Colliders: Ensure QuestionText and HintButton (and DragToQuestion) all have Box Collider 2D components, and QuestionText/HintButton are set to Is Trigger.
GameManager Assignments: Verify their GameObjects are correctly assigned in the GameManager Inspector.
Physics 2D Raycaster: The Physics 2D Raycaster on the Canvas is critical for UI-to-Collider interaction.
EventSystem: Make sure your EventSystem has Standalone Input Module and Touch Input Module.
Cover to Reveal not working:
Collider Types: Ensure CoverObject has a Box Collider 2D (NOT trigger), and CoverMeSpot has a Box Collider 2D set to Is Trigger.
Rigidbody2D: CoverMeSpot needs a Rigidbody2D (set to Is Kinematic) for trigger detection.
CoverDetector References: Double-check CoverDetector script references in the Inspector on CoverMeSpot.
Layer Interactions: Verify that the layers of CoverObject and CoverMeSpot are set to interact in the Physics 2D Settings (Edit > Project Settings > Physics 2D).
You're now capable of creating a wide array of "Brain Test" style puzzles by interacting directly with your UI elements and leveraging object layering!
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