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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.UI;
- using UnityEngine;
- public class WaterUI : MonoBehaviour {
- public Material a;
- public Sprite[] sprites;
- public Button spriteButton;
- public Button spriteButton2;
- public Button spriteButton3;
- private GameObject[] lights;
- private GameObject[] bulbs;
- bool clicked, clicked2, clicked3, clicked4;
- public Scrollbar slider;
- private GameObject waterPlane;
- private bool lightsOff;
- private void Start()
- {
- // gets all lights and bulbs in the scene and puts them in an array for use when toggling
- lights = GameObject.FindGameObjectsWithTag("lights");
- bulbs = GameObject.FindGameObjectsWithTag("bulbs");
- waterPlane = GameObject.Find("WaterProNighttime");
- }
- private void Update()
- {
- // moves water plane down if button drain toggled
- if(clicked && waterPlane.transform.position.y > -0.1f)
- waterPlane.transform.position -= Vector3.up/1000;
- }
- public void changeUIdrain(int i)
- {
- // toggle
- if (clicked)
- clicked = false;
- else
- clicked = true;
- // changes sprites dependant on toggle state
- if (clicked == true)
- spriteButton.GetComponent<Image>().sprite = sprites[i];
- else
- spriteButton.GetComponent<Image>().sprite = sprites[i-1];
- }
- public void changeUIlight(int i)
- {
- // toggle
- if (clicked2)
- clicked2 = false;
- else
- clicked2 = true;
- // changes options dependant on toggle state
- if (clicked2 == true)
- {
- lightsOff = false;
- spriteButton2.GetComponent<Image>().sprite = sprites[i-1];
- RenderSettings.ambientIntensity = 0;
- RenderSettings.reflectionIntensity = 0;
- GameObject.Find("Flashlight").GetComponent<Light>().enabled= true;
- foreach(GameObject light in lights)
- {
- light.SetActive(false);
- }
- foreach (GameObject bulb in bulbs)
- {
- bulb.GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.black);
- }
- }
- else
- {
- spriteButton2.GetComponent<Image>().sprite = sprites[i];
- RenderSettings.ambientIntensity = 1;
- RenderSettings.reflectionIntensity = 1;
- lightsOff = true;
- GameObject.Find("Flashlight").GetComponent<Light>().enabled= false;
- foreach(GameObject light in lights)
- {
- light.SetActive(true);
- }
- foreach(GameObject bulb in bulbs)
- {
- bulb.GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);
- }
- }
- }
- public void changeUIsmoke(int i)
- {
- // toggle
- if (clicked3)
- clicked3 = false;
- else
- clicked3 = true;
- // changes options dependant on toggle state
- if (clicked3 == true)
- {
- spriteButton3.GetComponent<Image>().sprite = sprites[i];
- RenderSettings.fog = true;
- }
- else
- {
- spriteButton3.GetComponent<Image>().sprite = sprites[i-1];
- RenderSettings.fog = false;
- }
- }
- public void smokeDensity()
- {
- if (RenderSettings.fog == true)
- RenderSettings.fogDensity = slider.value;
- }
- public void hideUI()
- {
- // toggle
- if (clicked4)
- clicked4 = false;
- else
- clicked4 = true;
- // changes sprites dependant on toggle state
- if (clicked4 == true)
- {
- gameObject.SetActive(false);
- }
- else
- {
- gameObject.SetActive(true);
- }
- }
- }
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