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Jan 19th, 2018
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine.UI;
  4. using UnityEngine;
  5.  
  6. public class WaterUI : MonoBehaviour {
  7.  
  8. public Material a;
  9. public Sprite[] sprites;
  10. public Button spriteButton;
  11. public Button spriteButton2;
  12. public Button spriteButton3;
  13. private GameObject[] lights;
  14. private GameObject[] bulbs;
  15. bool clicked, clicked2, clicked3, clicked4;
  16. public Scrollbar slider;
  17. private GameObject waterPlane;
  18. private bool lightsOff;
  19.  
  20. private void Start()
  21. {
  22. // gets all lights and bulbs in the scene and puts them in an array for use when toggling
  23. lights = GameObject.FindGameObjectsWithTag("lights");
  24. bulbs = GameObject.FindGameObjectsWithTag("bulbs");
  25. waterPlane = GameObject.Find("WaterProNighttime");
  26. }
  27.  
  28. private void Update()
  29. {
  30. // moves water plane down if button drain toggled
  31. if(clicked && waterPlane.transform.position.y > -0.1f)
  32. waterPlane.transform.position -= Vector3.up/1000;
  33. }
  34.  
  35. public void changeUIdrain(int i)
  36. {
  37. // toggle
  38. if (clicked)
  39. clicked = false;
  40. else
  41. clicked = true;
  42.  
  43. // changes sprites dependant on toggle state
  44. if (clicked == true)
  45. spriteButton.GetComponent<Image>().sprite = sprites[i];
  46.  
  47. else
  48. spriteButton.GetComponent<Image>().sprite = sprites[i-1];
  49.  
  50. }
  51.  
  52. public void changeUIlight(int i)
  53. {
  54. // toggle
  55. if (clicked2)
  56. clicked2 = false;
  57. else
  58. clicked2 = true;
  59.  
  60. // changes options dependant on toggle state
  61. if (clicked2 == true)
  62. {
  63. lightsOff = false;
  64. spriteButton2.GetComponent<Image>().sprite = sprites[i-1];
  65. RenderSettings.ambientIntensity = 0;
  66. RenderSettings.reflectionIntensity = 0;
  67. GameObject.Find("Flashlight").GetComponent<Light>().enabled= true;
  68.  
  69. foreach(GameObject light in lights)
  70. {
  71. light.SetActive(false);
  72. }
  73. foreach (GameObject bulb in bulbs)
  74. {
  75. bulb.GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.black);
  76. }
  77. }
  78. else
  79. {
  80. spriteButton2.GetComponent<Image>().sprite = sprites[i];
  81. RenderSettings.ambientIntensity = 1;
  82. RenderSettings.reflectionIntensity = 1;
  83. lightsOff = true;
  84.  
  85. GameObject.Find("Flashlight").GetComponent<Light>().enabled= false;
  86. foreach(GameObject light in lights)
  87. {
  88. light.SetActive(true);
  89. }
  90. foreach(GameObject bulb in bulbs)
  91. {
  92. bulb.GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);
  93. }
  94.  
  95.  
  96. }
  97. }
  98.  
  99.  
  100. public void changeUIsmoke(int i)
  101. {
  102. // toggle
  103. if (clicked3)
  104. clicked3 = false;
  105. else
  106. clicked3 = true;
  107.  
  108. // changes options dependant on toggle state
  109. if (clicked3 == true)
  110. {
  111. spriteButton3.GetComponent<Image>().sprite = sprites[i];
  112. RenderSettings.fog = true;
  113. }
  114. else
  115. {
  116. spriteButton3.GetComponent<Image>().sprite = sprites[i-1];
  117. RenderSettings.fog = false;
  118. }
  119. }
  120.  
  121. public void smokeDensity()
  122. {
  123. if (RenderSettings.fog == true)
  124. RenderSettings.fogDensity = slider.value;
  125. }
  126.  
  127. public void hideUI()
  128. {
  129. // toggle
  130. if (clicked4)
  131. clicked4 = false;
  132. else
  133. clicked4 = true;
  134.  
  135. // changes sprites dependant on toggle state
  136. if (clicked4 == true)
  137. {
  138. gameObject.SetActive(false);
  139. }
  140. else
  141. {
  142. gameObject.SetActive(true);
  143. }
  144. }
  145. }
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