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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) | |||||
{ | |||||
foreach (var panel in m_Panels) | |||||
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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