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  • using UnityEngine.SceneManagement;
    
    using static CommunicationEvents;
    
    using static UIconfig;
    //using static CamControl_1;
    
    
    public class HideUI : MonoBehaviour
    {
    
    
        //public KeyCode Key = KeyCode.F1;
    
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        //public KeyCode ScreenshotKey = KeyCode.F12;
    
            modreset,
            modsave,
            modload;
    
        public string cancel_keyBind;
        public string MathM_keyBind;
    
    
    
        public UnityStandardAssets.Characters.FirstPerson.FirstPersonController CamControl_StdAsset;
        public Characters.FirstPerson.FirstPersonController1 CamControl_ScriptChar;
    
    
        public bool LockOnly = true;
        public MeshRenderer CursorRenderer;
    
        //for Debug:
        //public MeshRenderer CursorRenderer_FirstP; 
        //public MeshRenderer CursorRenderer_FirstP_oldInpOrig;
        //public int whichCursor;
    
    
    
    
            if (UIconfig.FrameITUIversion == 1) // 1= FrameITUI; 2= FrameITUI_mobil
            {
                Start2();
    
                //Cursor.lockState = CursorLockMode.Confined;
    
            }
            else
            {
                if (UICanvas == null)
                {
                    UICanvas = GetComponentInChildren<Canvas>();
                }
                UICanvas.enabled = false;
            }
    
        }
        void Start2()
        {
    
    
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                    UICanvas = GetComponentInChildren<Canvas>();
    
                }
                bool camActive;
                camActive = !UICanvas.enabled;
                //camActive = false;
                SetCamControl123(camActive);
                SetCursorRenderer123(camActive);
    
            }
    
        }
    
        // Update is called once per frame
        void Update()
        {
    
    
            if (UIconfig.FrameITUIversion == 1)
            {
                Update2();
            }
        }
    
        void Update2() { 
    
            if (Input.GetButtonDown(MathM_keyBind))
    
                    CamControl_StdAsset.enabled = !CamControl_StdAsset.enabled;
                    SetCursorRenderer123(CamControl_StdAsset.enabled);
                    SetCamControl123(CamControl_StdAsset.enabled);
                    
    
                    Cursor.visible = !UICanvas.enabled;
    
                    SetCamControl123(UICanvas.enabled);
    
                    SetCursorRenderer123(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);
    
            if (Input.GetButtonDown(cancel_keyBind))
            {
    
                UIconfig.CanvasOnOff_Array[02] = 1;
                //UIconfig.CanvasOnOff_Array[10] = 0;
                return;
            }
    
    
            //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");
            }
            */
    
    
        private void SetCursorRenderer123(bool opt)
        {
            CursorRenderer.enabled = opt;
    
            //multiple Cursor result in conflicts
            /*
            switch (whichCursor)
            //switch (UIconfig.GameplayMode)
            {
                case 0:
                    CursorRenderer_FirstP_oldInpOrig.enabled = opt;
                    break;
    
                case 5:
                    CursorRenderer_FirstP.enabled = opt;
                    break;
                case 6:
                    CursorRenderer_FirstP_oldInpOrig.enabled = opt;
                    break;
                default:
                    CursorRenderer_FirstP.enabled = opt;
                    break;
                    
            }
            */
        }
        private void SetCamControl123(bool opt)
        {
            CamControl_StdAsset.enabled = opt;
            CamControl_ScriptChar.enabled = opt;
        }