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using System.Collections;
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||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
namespace Sveta
|
||||||
|
{
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class UnityEventString : UnityEvent<string>
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ObjectsSwitcher : MonoBehaviour
|
||||||
|
{
|
||||||
|
public UnityEventString outputName;
|
||||||
|
|
||||||
|
public List<GameObject> list;
|
||||||
|
private int index = 0;
|
||||||
|
|
||||||
|
public void Switch(int delta)
|
||||||
|
{
|
||||||
|
index += delta;
|
||||||
|
|
||||||
|
if (index > list.Count - 1)
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (index < 0)
|
||||||
|
{
|
||||||
|
index = list.Count - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
SwitchTo(index);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SwitchTo(int _index) {
|
||||||
|
for (int i = 0; i < list.Count; i++)
|
||||||
|
{
|
||||||
|
list[i].SetActive(i == _index);
|
||||||
|
}
|
||||||
|
|
||||||
|
outputName?.Invoke(list[_index].name);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Awake()
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
for (int i = 0; i < list.Count; i++)
|
||||||
|
{
|
||||||
|
list[i].gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
list[0].SetActive(true);
|
||||||
|
*/
|
||||||
|
|
||||||
|
SwitchTo(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
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|
|
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|
fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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packageName: Casual RPG VFX
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|
packageVersion: 1.0
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|
assetPath: Assets/Lana Studio/Casual RPG VFX/Demo/Scripts/ObjectsSwitcher.cs
|
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|
uploadId: 714497
|
||||||
|
|
@ -0,0 +1,56 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
[AddComponentMenu("1Enwer/Input/_KeyBoard")]
|
||||||
|
public class _InputKeyBoard : MonoBehaviour
|
||||||
|
{
|
||||||
|
public PressType pressType = PressType.GetKeyDown;
|
||||||
|
public KeyCodeEvent[] keyBoardGetKey;
|
||||||
|
|
||||||
|
public enum PressType
|
||||||
|
{
|
||||||
|
GetKey,
|
||||||
|
GetKeyDown,
|
||||||
|
GetKeyUp
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class KeyCodeEvent
|
||||||
|
{
|
||||||
|
public KeyCode keyCode;
|
||||||
|
public UnityEvent function;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < keyBoardGetKey.Length; i++)
|
||||||
|
{
|
||||||
|
if (KeyBoardIsPressed(pressType, keyBoardGetKey[i].keyCode))
|
||||||
|
{
|
||||||
|
keyBoardGetKey[i].function.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool KeyBoardIsPressed(PressType _pressType, KeyCode keycode)
|
||||||
|
{
|
||||||
|
switch (_pressType)
|
||||||
|
{
|
||||||
|
case PressType.GetKey:
|
||||||
|
return Input.GetKey(keycode);
|
||||||
|
case PressType.GetKeyDown:
|
||||||
|
return Input.GetKeyDown(keycode);
|
||||||
|
case PressType.GetKeyUp:
|
||||||
|
return Input.GetKeyUp(keycode);
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
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|
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