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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI; //andr
using UnityEngine.SceneManagement;
using System.IO; //
using UnityEngine.Video;//streaming
using UnityEngine.Networking;
using static UIconfig;
using static StreamingAssetLoader;
public class ControlOptionsM_Keyboard_mobile : MonoBehaviour
{
public GameObject MCiW_ButtonT;
public GameObject MCiW_ButtonUT;
/*
public GameObject TAV_Slider;
public GameObject TAvisibilityT;
*/
private Color colChangeable = new Color(1f, 1f, 1f, 0.5f);
private Color colChangeable2 = new Color(1f, 1f, 1f, 0.5f);
//public GameObject TouchModeButton;
//public GameObject back_GObj;
void Start()
{
UpdateUI_6();
}
private void Update()
{
UpdateUI_6();
}
void UpdateUI_6()
{
switch (UIconfig.MouseKeepingInWindow)
{
case true:
MCiW_ButtonT.GetComponent<Text>().text = "Mouse is hold in Window";
MCiW_ButtonUT.GetComponent<Text>().text = "Press to change Mode ";
Cursor.lockState = CursorLockMode.Confined;
break;
case false:
MCiW_ButtonT.GetComponent<Text>().text = "Mouse can leave Window";
MCiW_ButtonUT.GetComponent<Text>().text = "Press to change Mode";
Cursor.lockState = CursorLockMode.None;
break;
}
}
public void ChangeMouseCaptureInWindow()
{
switch (UIconfig.MouseKeepingInWindow)
{
case false:
UIconfig.MouseKeepingInWindow = true;
Cursor.lockState = CursorLockMode.Confined;
break;
case true:
UIconfig.MouseKeepingInWindow = false;
Cursor.lockState = CursorLockMode.None;
break;
}
//updateUIpreview();
NetworkJSON_Save();
}
}