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using UnityEngine;
using UnityEngine.SceneManagement;
using static CommunicationEvents;
public class HideUI : MonoBehaviour
{
public KeyCode Key = KeyCode.F1;
//public KeyCode ScreenshotKey = KeyCode.F2;
public string
modifier,
modundo,
modreset,
modsave,
modload;
public UnityStandardAssets.Characters.FirstPerson.FirstPersonController CamControl;
public bool LockOnly = true;
public MeshRenderer CursorRenderer;
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internal Canvas UICanvas;
void Start()
{
if (!LockOnly)
{
if (UICanvas == null)
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;
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CamControl.enabled = UICanvas.enabled;
CursorRenderer.enabled = UICanvas.enabled;
else if (Input.GetButton(modifier))
{
if (Input.GetButtonDown(modundo))
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StageStatic.stage.factState.undo();
else if (Input.GetButtonDown(modredo))
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StageStatic.stage.factState.redo();
else if (Input.GetButtonDown(modreset))
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StageStatic.stage.factState.softreset();
else if (Input.GetButtonDown(modsave))
StageStatic.stage.push_record();
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else if (Input.GetButtonDown(modload)) {
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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");
}
*/