using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; //andr using UnityEngine.SceneManagement; using System.IO; // using UnityEngine.Video;//streaming using UnityEngine.Networking; using static UIconfig; using static StreamingAssetLoader; public class ControlOptionsM_Keyboard_mobile : MonoBehaviour { public GameObject MCiW_ButtonT; public GameObject MCiW_ButtonUT; /* public GameObject TAV_Slider; public GameObject TAvisibilityT; */ private Color colChangeable = new Color(1f, 1f, 1f, 0.5f); private Color colChangeable2 = new Color(1f, 1f, 1f, 0.5f); //public GameObject TouchModeButton; //public GameObject back_GObj; void Start() { UpdateUI_6(); } private void Update() { UpdateUI_6(); } void UpdateUI_6() { switch (UIconfig.MouseKeepingInWindow) { case true: MCiW_ButtonT.GetComponent<Text>().text = "Mouse is hold in Window"; MCiW_ButtonUT.GetComponent<Text>().text = "Press to change Mode "; Cursor.lockState = CursorLockMode.Confined; break; case false: MCiW_ButtonT.GetComponent<Text>().text = "Mouse can leave Window"; MCiW_ButtonUT.GetComponent<Text>().text = "Press to change Mode"; Cursor.lockState = CursorLockMode.None; break; } } public void ChangeMouseCaptureInWindow() { switch (UIconfig.MouseKeepingInWindow) { case false: UIconfig.MouseKeepingInWindow = true; Cursor.lockState = CursorLockMode.Confined; break; case true: UIconfig.MouseKeepingInWindow = false; Cursor.lockState = CursorLockMode.None; break; } //updateUIpreview(); NetworkJSON_Save(); } }