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  • using UnityEngine.SceneManagement;
    
    using static CommunicationEvents;
    
    
    public class HideUI : MonoBehaviour
    {
    
        public KeyCode Key = KeyCode.F1;
    
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        //public KeyCode ScreenshotKey = KeyCode.F12;
    
            modreset,
            modsave,
            modload;
    
        public UnityStandardAssets.Characters.FirstPerson.FirstPersonController CamControl;
        public bool LockOnly = true;
        public MeshRenderer CursorRenderer;
    
    
        void Start()
        {
            if (!LockOnly)
            {
    
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                    UICanvas = GetComponentInChildren<Canvas>();
    
                bool camActive = !UICanvas.enabled;
    
                CamControl.enabled = camActive;
                CursorRenderer.enabled = camActive;
            }
    
        }
    
        // Update is called once per frame
        void Update()
        {
            if (Input.GetKeyDown(Key))
            {
                if (LockOnly)
                {
                    CamControl.enabled = !CamControl.enabled;
                    CursorRenderer.enabled = CamControl.enabled;
                }
                else
                {
    
                    Cursor.visible = !UICanvas.enabled;
    
                    CamControl.enabled = UICanvas.enabled;
                    CursorRenderer.enabled = UICanvas.enabled;
    
    
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                    UICanvas.enabled = !UICanvas.enabled;
    
            else if (Input.GetButton(modifier))
    
            {
                if (Input.GetButtonDown(modundo))
    
                else if (Input.GetButtonDown(modredo))
    
                else if (Input.GetButtonDown(modreset))
    
                    StageStatic.stage.factState.softreset();
    
                else if (Input.GetButtonDown(modsave))
    
                    StageStatic.stage.push_record();
    
                else if (Input.GetButtonDown(modload)) {
    
                    StageStatic.stage.factState.hardreset();
                    StageStatic.LoadInitStage(StageStatic.stage.name, !StageStatic.stage.use_install_folder);
    
            //Todo before capturing: Make directories "UFrameIT-Screenshots/Unity_ScreenCapture" in project folder
    
            else if (Input.GetKeyDown(ScreenshotKey)) {
                ScreenCapture.CaptureScreenshot("UFrameIT-Screenshots\\Unity_ScreenCapture\\Capture.png");
            }
            */