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IngameUI_OnOff_mobile.cs 1.92 KiB
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  • using UnityEngine;
    //using static StreamingAssetLoader;
    //using static CheckServer;
    //using static CommunicationEvents;
    
    
    public class IngameUI_OnOff_mobile : MonoBehaviour
    {
    
        public int myUI_ID;
        public int default_value;
    
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        private bool myUI_ID_is_valid;
    
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        private int lasttime = -99;
    
    
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            myUI_ID_is_valid = myUI_ID >= 0 && myUI_ID < UIconfig.CanvasOnOff_Array.Length;
            if (myUI_ID_is_valid)
    
            {
                if (UIconfig.CanvasOnOff_Array[myUI_ID] != 2 || UIconfig.CanvasOnOff_Array[myUI_ID] != 3)
                {
    
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                    UIconfig.CanvasOnOff_Array[myUI_ID] = default_value;
                    //Update();
                }
            }
        }
    
        private void Update()
        {
    
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            if (myUI_ID_is_valid && lasttime != UIconfig.CanvasOnOff_Array[myUI_ID])
    
            {
                switch (UIconfig.CanvasOnOff_Array[myUI_ID])
                {
                    case 1:
                        ActivateUIC();
                        break;
                    case 0:
                        ClearUIC();
                        break;
                    case 3:
                        ActivateUIC();
                        break;
                    case 2:
                        ClearUIC();
                        break;
    
                    default:
                        ClearUIC();
                        break;
                }
    
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                lasttime = UIconfig.CanvasOnOff_Array[myUI_ID];
    
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        /// activates all child objects.
    
        /// </summary>
        private void ActivateUIC()
        {
    
    
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            for (int i = 0; i < gameObject.transform.childCount; i++)
    
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                gameObject.transform.GetChild(i).gameObject.SetActive(true);
    
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        /// Deactivates all child objects.
    
        /// </summary>
        private void ClearUIC()
        {
    
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            for (int i = 0; i < gameObject.transform.childCount; i++)
    
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                gameObject.transform.GetChild(i).gameObject.SetActive(false);
    
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