using UnityEngine; using UnityEngine.SceneManagement; using static CommunicationEvents; public class HideUI : MonoBehaviour { public KeyCode Key = KeyCode.F1; //public KeyCode ScreenshotKey = KeyCode.F12; public string modifier, modundo, modredo, modreset, modsave, modload; public UnityStandardAssets.Characters.FirstPerson.FirstPersonController CamControl; public bool LockOnly = true; public MeshRenderer CursorRenderer; internal Canvas UICanvas; void Start() { if (!LockOnly) { if (UICanvas == null) UICanvas = GetComponentInChildren<Canvas>(); 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; CamControl.enabled = UICanvas.enabled; CursorRenderer.enabled = UICanvas.enabled; UICanvas.enabled = !UICanvas.enabled; } } else if (Input.GetButton(modifier)) { if (Input.GetButtonDown(modundo)) StageStatic.stage.factState.undo(); else if (Input.GetButtonDown(modredo)) StageStatic.stage.factState.redo(); 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); } } /* //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"); } */ } }