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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class HowToCycler : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private GameObject[] m_AllPanels; | |||
private int m_count; | |||
private void OnEnable() | |||
{ | |||
m_count = 0; | |||
foreach (GameObject panel in m_AllPanels) | |||
panel.SetActive(false); | |||
m_AllPanels[0].SetActive(true); | |||
} | |||
public void OnClickNext() | |||
{ | |||
foreach(GameObject panel in m_AllPanels) | |||
panel.SetActive(false); | |||
m_count = (m_count + 1) % m_AllPanels.Length; | |||
m_AllPanels[m_count].SetActive(true); | |||
} | |||
private void OnClickBack() | |||
{ | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ImageAnimator : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private GameObject[] m_Panels; | |||
[SerializeField] | |||
private float m_time = 0.5f; | |||
private int m_count; | |||
private void OnEnable() | |||
{ | |||
m_count = 0; | |||
StartCoroutine(PanelSequence(m_time)); | |||
} | |||
private IEnumerator PanelSequence(float waitTime) | |||
{ | |||
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panel.SetActive(false); | |||
m_Panels[m_count].SetActive(true); | |||
m_count = (m_count + 1) % m_Panels.Length; | |||
yield return new WaitForSeconds(waitTime); | |||
StartCoroutine(PanelSequence(waitTime)); | |||
} | |||
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using NaughtyAttributes; | |||
public class MainMenuUI : MonoBehaviour | |||
{ | |||
[SerializeField,Scene] | |||
private string m_JoinScene; | |||
[SerializeField] | |||
private GameObject[] m_Panels; | |||
private void OnEnable() | |||
{ | |||
OnClickChangePanel(m_Panels[0]); | |||
} | |||
public void OnClickPlay() | |||
{ | |||
UnityEngine.SceneManagement.SceneManager.LoadScene(m_JoinScene); | |||
} | |||
public void OnClickQuit() | |||
{ | |||
#if UNITY_EDITOR | |||
UnityEditor.EditorApplication.isPlaying = false; | |||
#else | |||
Application.Quit(); | |||
#endif | |||
} | |||
public void OnClickChangePanel(GameObject newPanel) | |||
{ | |||
foreach (var panel in m_Panels) | |||
panel.SetActive(false); | |||
if (newPanel != null) | |||
newPanel.SetActive(true); | |||
} | |||
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