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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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//TODO: make Loader do this
GlobalStatic.LoadInitStage(true);
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
{
// Rect.localScale = Vector3.one * ((Rect.localScale.x + 1) % 2);
//bool camActive = Rect.localScale.x != 1;
bool camActive = UICanvas.enabled;
UICanvas.enabled = !UICanvas.enabled;
CamControl.enabled = camActive;
CursorRenderer.enabled = camActive;
}
else if (Input.GetButton(modifier))
{
if (Input.GetButtonDown(modundo))
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GlobalStatic.stage.factState.undo();
else if (Input.GetButtonDown(modredo))
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GlobalStatic.stage.factState.redo();
else if (Input.GetButtonDown(modreset))
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GlobalStatic.stage.factState.softreset();
else if (Input.GetButtonDown(modsave))
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GlobalStatic.stage.store();
else if (Input.GetButtonDown(modload)) {
GlobalStatic.stage.factState.hardreset();
GlobalStatic.LoadInitStage(GlobalStatic.stage.name, !GlobalStatic.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");
}
*/