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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class UIFunction : MonoBehaviour
{
Main main;
float originSpeed= 1.0f;
float speed = 1.0f;
void Start()
{
main = GameObject.Find("Main Camera").GetComponent<Main>();
}
#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 actionBattleStart(int i)
{
if (i == 0) main.setBattleStartPlayer();
else main.setBattleStartBoss();
}
public void actionSpeed(float i)
{
main.setSpeed(i);
originSpeed = i;
speed = i;
}
public void actionSpeedInput(string i)
{
float s = 1.0f;
float.TryParse(i, out s);
main.setSpeed(s);
originSpeed = s;
speed = s;
}
public void actionStop()
{
if (speed != 0f)
{
speed = 0f;
main.setSpeed(0f);
}
else
{
main.setSpeed(originSpeed);
speed = originSpeed;
}
}
#endregion
}