using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using UnityEngine.UI; public class UIFunction : MonoBehaviour { Main main; float speed; void Start() { main = GameObject.Find("Main Camera").GetComponent
(); } #region Model public void chooseCharaModel(int i) { var charaName = main.charaAssetsNames.Keys.ToList()[i]; main.loadChara(charaName); } public void chooseWeaponLModel(int i) { if (i == 0) main.removeWeapon(); else { var weaponName = main.weaponAssetsNames.Keys.ToList()[i - 1]; main.loadWeaponL(weaponName); } } public void chooseWeaponRModel(int i) { if (i == 0) main.removeWeapon(); else { var weaponName = main.weaponAssetsNames.Keys.ToList()[i - 1]; main.loadWeaponR(weaponName); } } public void chooseAttachmentModel(int i) { if (i == 0) main.removeAttachment(); else { var attachmentName = main.attachmentAssetsNames.Keys.ToList()[i - 1]; main.loadAttachment(attachmentName); } } public void chooseAnimator(int i) { main.loadAnimator(i); } public void chooseFace(int i) { main.setFace(i); } #endregion #region Action public void actionRoom(int i) { main.setRoom(i); } public void actionState(int i) { main.setState(i); } public void actionTurn(float i) { main.setTurn(-i); } public void actionDamageScale(float i) { main.setDamageScale(i); } public void actionDamage() { main.setDamage(); } public void actionHolding(bool i) { main.setHolding(i); } public void actionAttack(int i) { main.setAttack(i); } public void actionSpeed(float i) { main.setSpeed(i); } public void actionSpeedInput(string i) { float s = 1.0f; float.TryParse(i, out s); main.setSpeed(s); } public void actionStop() { if (main.speed >= 0.01f) { speed = main.speed; main.setSpeed(0f); } else { main.setSpeed(speed); } } #endregion }