chunk 1: core gameplay scripts scenes runtime assets
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68
Assets/Scripts/Shop/MainStore2.cs
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68
Assets/Scripts/Shop/MainStore2.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class MainStore2 : MonoBehaviour{
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public GameObject ButtonToToggleMenu;
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public GameObject MenuToToggle;
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// public GameObject OutsideMenuArea;
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Button button;
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// Button OutsideMenu_button;
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public GameObject[] OutsideMenu_gameObjects; // Array to hold the list of GameObjects
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void OnEnable(){
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MenuToToggle.SetActive(false);
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// Get the Button component from the GameObject
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button = ButtonToToggleMenu.GetComponent<Button>();
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// OutsideMenu_button = OutsideMenuArea.GetComponent<Button>();
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}
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// This method is called when the button is clicked
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public void ToggleObject(){
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Debug.Log("YK");
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// Check if the objectToToggle is active
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bool isActive = MenuToToggle.activeSelf;
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Debug.Log(isActive);
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// Toggle the active state of the object
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MenuToToggle.SetActive(!isActive);
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}
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public void CloseMenu(){
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MenuToToggle.SetActive(false);
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}
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// Start is called before the first frame update
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void Start(){
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// Add an onClick listener to the button
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button.onClick.AddListener(ToggleObject);
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// Loop through each GameObject in the array
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foreach (GameObject obj in OutsideMenu_gameObjects){
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// Add a pointer click listener to each GameObject
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EventTrigger trigger = obj.GetComponent<EventTrigger>();
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if (trigger == null){
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trigger = obj.AddComponent<EventTrigger>();
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}
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EventTrigger.Entry entry = new EventTrigger.Entry { eventID = EventTriggerType.PointerClick };
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entry.callback.AddListener((data) => CloseMenu());
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trigger.triggers.Add(entry);
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}
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}
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// Update is called once per frame
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void Update(){
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}
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}
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