using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; using System.IO; using UnityEngine.Video;//streaming using UnityEngine.Networking; //using static StreamingAssetLoader; //using static CheckServer; //using static CommunicationEvents; using static UIconfig; using UnityEngine.EventSystems; using UnityEngine.InputSystem.UI; public class EventsystemMode_Ctrl : MonoBehaviour { //public GameObject myself_GObj; //public GameObject StandaloneInputModule_GObj; //public GameObject InputSystem_GObj; public StandaloneInputModule StandaloneInputModule_script; public InputSystemUIInputModule InputSystem_script; private int GpMode_before=-99; void Start() { Update2(); } private void Update() { /* Update3(); */ } private void Update3() { if (GpMode_before != UIconfig.InputManagerVersion) { Update2(); EventSystemModule = InputManagerVersion; } if (GpMode_before != UIconfig.EventSystemModule) { Update2(); } } private void Update2(){ //Todo Eventbased //ClearUIC(); switch (UIconfig.EventSystemModule) { case 0: break; case 1: //StandaloneInputModule_script.ActivateModule(); //InputSystem_script.DeactivateModule(); gameObject.GetComponent<StandaloneInputModule>().enabled=true; gameObject.GetComponent<InputSystemUIInputModule>().enabled = false; break; case 2: //InputSystem_script.ActivateModule(); //StandaloneInputModule_script.DeactivateModule(); gameObject.GetComponent<StandaloneInputModule>().enabled = false; gameObject.GetComponent<InputSystemUIInputModule>().enabled = true; break; case 3: gameObject.GetComponent<StandaloneInputModule>().enabled = false; gameObject.GetComponent<InputSystemUIInputModule>().enabled = true; break; default: gameObject.GetComponent<StandaloneInputModule>().enabled = false; gameObject.GetComponent<InputSystemUIInputModule>().enabled = true; break; } GpMode_before = UIconfig.GameplayMode; } /* /// <summary> /// Deactivates all Pages. /// </summary> private void ClearUIC() { for (int i = 0; i < myself_GObj.transform.childCount; i++) { myself_GObj.transform.GetChild(i).gameObject.SetActive(false); } } */ }