305 lines
10 KiB
C#
305 lines
10 KiB
C#
/**
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* UI controller for the fullscreen sample
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*
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* Author: Kirurobo http://twitter.com/kirurobo
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* License: MIT
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*/
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using UnityEngine;
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using UnityEngine.UI;
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namespace Kirurobo
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{
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/// <summary>
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/// WindowControllerの設定をToggleでオン/オフするサンプル
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/// </summary>
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public class FullscreenSample : MonoBehaviour
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{
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private UniWindowController uniwinc;
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private RectTransform canvasRect;
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private float mouseMoveSS = 0f; // Sum of mouse trajectory squares. [px^2]
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private float mouseMoveSSThreshold = 36f; // Click (not dragging) threshold. [px^2]
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private Vector3 lastMousePosition; // Right clicked position.
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private float touchDuration = 0f;
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private float touchDurationThreshold = 0.5f; // Long tap time threshold. [s]
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public Toggle transparentToggle;
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public Toggle topmostToggle;
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public Toggle bottommostToggle;
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public Dropdown fitWindowDropdown;
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public Button quitButton;
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public Button menuCloseButton;
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public RectTransform menuPanel;
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/// <summary>
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/// Setup
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/// </summary>
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void Start()
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{
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// UniWindowController を探す
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uniwinc = GameObject.FindAnyObjectByType<UniWindowController>();
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// CanvasのRectTransform取得
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if (menuPanel) canvasRect = menuPanel.GetComponentInParent<Canvas>().GetComponent<RectTransform>();
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// 有効なモニタ数に合わせて選択肢を作成
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UpdateMonitorDropdown();
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// Toggleのチェック状態を、現在の状態に合わせる
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UpdateUI();
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// 初期状態ではメニューを閉じておく
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CloseMenu();
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if (uniwinc)
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{
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// UIを操作された際にはウィンドウに反映されるようにする
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transparentToggle?.onValueChanged.AddListener(val => uniwinc.isTransparent = val);
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topmostToggle?.onValueChanged.AddListener(val => uniwinc.isTopmost = val);
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bottommostToggle?.onValueChanged.AddListener(val => uniwinc.isBottommost = val);
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fitWindowDropdown?.onValueChanged.AddListener(val => SetFitToMonitor(val));
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quitButton?.onClick.AddListener(Quit);
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menuCloseButton?.onClick.AddListener(CloseMenu);
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// Add events
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uniwinc.OnStateChanged += (type) =>
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{
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UpdateUI();
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//ShowEventMessage("Window state changed: " + type);
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};
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uniwinc.OnMonitorChanged += () => {
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UpdateMonitorDropdown();
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UpdateUI();
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//ShowEventMessage("Resolution changed!");
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};
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}
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}
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/// <summary>
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/// Perform every frame
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/// </summary>
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private void Update()
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{
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// Show the context menu when right clicked.
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// If mouse movement is closer than a threshold, it is considered a click
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if (InputProxy.GetMouseButtonDown(1))
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{
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lastMousePosition = InputProxy.mousePosition;
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touchDuration = 0f;
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}
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if (InputProxy.GetMouseButton(1))
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{
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mouseMoveSS += (InputProxy.mousePosition - lastMousePosition).sqrMagnitude;
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}
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if (InputProxy.GetMouseButtonUp(1))
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{
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if (mouseMoveSS < mouseMoveSSThreshold)
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{
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ShowMenu(lastMousePosition);
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}
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mouseMoveSS = 0f;
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touchDuration = 0f;
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}
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// ひとまず Legacy Input Manager でのみタッチ処理を扱う
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#if ENABLE_LEGACY_INPUT_MANAGER
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// Show the menu also when long touched
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if (Input.touchSupported && (Input.touchCount > 0))
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{
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Touch touch = Input.GetTouch(0);
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if (touch.phase == TouchPhase.Began)
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{
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lastMousePosition = Input.mousePosition;
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touchDuration = 0f;
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}
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if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
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{
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mouseMoveSS += touch.deltaPosition.sqrMagnitude;
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touchDuration += touch.deltaTime;
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}
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if (touch.phase == TouchPhase.Ended)
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{
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if ((mouseMoveSS < mouseMoveSSThreshold) && (touchDuration >= touchDurationThreshold))
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{
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ShowMenu(lastMousePosition);
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}
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mouseMoveSS = 0f;
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touchDuration = 0f;
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}
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}
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#endif
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// Show the menu also when pressed [Space] key
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if (InputProxy.GetKeyUp("space"))
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{
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if (menuPanel)
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{
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if (menuPanel.gameObject.activeSelf) {
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CloseMenu();
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} else {
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Vector2 pos = new Vector2(Screen.width / 2, Screen.height / 2);
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ShowMenu(pos);
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}
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}
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}
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// Quit or stop playing when pressed [ESC]
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if (InputProxy.GetKeyUp("escape"))
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{
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Quit();
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}
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}
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void Quit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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/// <summary>
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/// フィット対象モニタドロップダウンが変更された時の処理
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/// </summary>
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/// <param name="val"></param>
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void SetFitToMonitor(int val)
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{
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if (!uniwinc) return;
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if (val < 1)
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{
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// ドロップダウンの先頭は、フィット無し
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uniwinc.shouldFitMonitor = false;
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}
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else
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{
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// 次からなので、モニタ番号は1を引く
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uniwinc.monitorToFit = val - 1;
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uniwinc.shouldFitMonitor = true; // これがfalseからtrueにしたタイミングで移動されるため、モニタ番号を指定してから変更
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}
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}
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/// <summary>
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/// 指定した座標にコンテキストメニューを表示する
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/// </summary>
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/// <param name="position">中心座標指定</param>
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private void ShowMenu(Vector2 position)
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{
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if (menuPanel)
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{
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Vector2 pos = position * (canvasRect.sizeDelta.x / Screen.width);
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float w = menuPanel.rect.width;
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float h = menuPanel.rect.height;
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// 指定座標に中心が来る前提で位置調整
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pos.y = Mathf.Max(Mathf.Min(pos.y, Screen.height - h / 2f), h / 2f); // はみ出していれば上に寄せる
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pos.x = Mathf.Max(Mathf.Min(pos.x, Screen.width - w / 2f), w / 2f); // 右にはみ出していれば左に寄せる
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menuPanel.pivot = Vector2.one * 0.5f; // Set the center
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menuPanel.anchorMin = Vector2.zero;
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menuPanel.anchorMax = Vector2.zero;
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menuPanel.anchoredPosition = pos;
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menuPanel.gameObject.SetActive(true);
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}
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}
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/// <summary>
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/// コンテキストメニューを閉じる
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/// </summary>
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private void CloseMenu()
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{
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if (menuPanel)
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{
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menuPanel.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// 実際の状態をUI表示に反映
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/// </summary>
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private void UpdateUI()
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{
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if (uniwinc)
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{
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if (transparentToggle)
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{
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transparentToggle.isOn = uniwinc.isTransparent;
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}
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if (topmostToggle)
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{
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topmostToggle.isOn = uniwinc.isTopmost;
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}
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if (bottommostToggle)
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{
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bottommostToggle.isOn = uniwinc.isBottommost;
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}
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if (fitWindowDropdown)
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{
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if (uniwinc.shouldFitMonitor)
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{
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fitWindowDropdown.value = uniwinc.monitorToFit + 1;
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}
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else
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{
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fitWindowDropdown.value = 0;
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}
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fitWindowDropdown.RefreshShownValue();
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}
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}
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}
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/// <summary>
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/// モニタ選択ドロップダウンの選択肢を更新
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/// この後にUpdateUI()を呼ぶこと
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/// </summary>
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void UpdateMonitorDropdown()
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{
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if (!fitWindowDropdown) return;
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// 先頭以外の選択肢を削除
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fitWindowDropdown.options.RemoveRange(1, fitWindowDropdown.options.Count - 1);
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if (!uniwinc)
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{
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fitWindowDropdown.value = 0;
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}
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else
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{
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int count = UniWindowController.GetMonitorCount();
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for (int i = 0; i < count; i++)
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{
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fitWindowDropdown.options.Add(new Dropdown.OptionData("Fit to Monitor " + i));
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}
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if (uniwinc.monitorToFit >= count)
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{
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uniwinc.monitorToFit = count - 1;
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}
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}
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}
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/// <summary>
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/// Show the message with timeout
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/// </summary>
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/// <param name="message"></param>
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private void ShowEventMessage(string message)
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{
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Debug.Log(message);
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}
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/// <summary>
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/// テキスト枠がUIにあれば、そこにメッセージを出す。無ければコンソールに出力
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/// </summary>
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/// <param name="text"></param>
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public void OutputMessage(string text)
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{
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Debug.Log(text);
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}
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}
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}
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