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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Sveta
{
[System.Serializable]
public class UnityEventString : UnityEvent<string>
{
}
public class ObjectsSwitcher : MonoBehaviour
{
public UnityEventString outputName;
public List<GameObject> list;
private int index = 0;
public void Switch(int delta)
{
index += delta;
if (index > list.Count - 1)
{
index = 0;
}
if (index < 0)
{
index = list.Count - 1;
}
SwitchTo(index);
}
private void SwitchTo(int _index) {
for (int i = 0; i < list.Count; i++)
{
list[i].SetActive(i == _index);
}
outputName?.Invoke(list[_index].name);
}
public void Awake()
{
/*
for (int i = 0; i < list.Count; i++)
{
list[i].gameObject.SetActive(false);
}
list[0].SetActive(true);
*/
SwitchTo(0);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[AddComponentMenu("1Enwer/Input/_KeyBoard")]
public class _InputKeyBoard : MonoBehaviour
{
public PressType pressType = PressType.GetKeyDown;
public KeyCodeEvent[] keyBoardGetKey;
public enum PressType
{
GetKey,
GetKeyDown,
GetKeyUp
}
[System.Serializable]
public class KeyCodeEvent
{
public KeyCode keyCode;
public UnityEvent function;
}
// Update is called once per frame
void Update()
{
for (int i = 0; i < keyBoardGetKey.Length; i++)
{
if (KeyBoardIsPressed(pressType, keyBoardGetKey[i].keyCode))
{
keyBoardGetKey[i].function.Invoke();
}
}
}
public bool KeyBoardIsPressed(PressType _pressType, KeyCode keycode)
{
switch (_pressType)
{
case PressType.GetKey:
return Input.GetKey(keycode);
case PressType.GetKeyDown:
return Input.GetKeyDown(keycode);
case PressType.GetKeyUp:
return Input.GetKeyUp(keycode);
default:
return false;
}
}
}

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