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using UnityEngine;
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using UnityEngine.UI;
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public class TestAudioPlay : MonoBehaviour
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{
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public AudioSource audioSource;
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public void TestFocus()
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{
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}
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public class UXAuditoHelper : IUXAudioHelper
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{
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private AudioSource _audioSource;
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public UXAuditoHelper(AudioSource audioSource)
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{
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_audioSource = audioSource;
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}
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public void PlayAudio(AudioClip clip)
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{
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_audioSource.PlayOneShot(clip);
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}
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public void PlayAudio(string clipName)
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{
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}
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}
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private void OnEnable()
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{
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InputDeviceWatcher.OnDeviceChanged += OnInputDeviceChanged;
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}
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private void OnDisable()
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{
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InputDeviceWatcher.OnDeviceChanged -= OnInputDeviceChanged;
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}
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private void OnInputDeviceChanged(InputDeviceWatcher.InputDeviceCategory obj)
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{
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Debug.Log($"InputDevice:{obj}");
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}
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private void Awake()
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{
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UXComponentExtensionsHelper.SetAudioHelper(new UXAuditoHelper(audioSource));
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}
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private void OnApplicationQuit()
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{
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}
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}
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace GameBase
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{
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[DisallowMultipleComponent]
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public class UILayoutGroupFix : MonoBehaviour
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{
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[SerializeField] private bool fixOnEnable = true;
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[SerializeField] private bool fixWithDelay = true;
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const float fixDelay = 0.1f;
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void OnEnable()
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{
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if (!fixWithDelay && fixOnEnable) { LayoutRebuilder.ForceRebuildLayoutImmediate(GetComponent<RectTransform>()); }
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else if (fixWithDelay) { StartCoroutine(FixDelay()); }
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}
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public void FixLayout()
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{
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if (!fixWithDelay) { LayoutRebuilder.ForceRebuildLayoutImmediate(GetComponent<RectTransform>()); }
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else { StartCoroutine(FixDelay()); }
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}
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IEnumerator FixDelay()
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{
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yield return new WaitForSecondsRealtime(fixDelay);
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LayoutRebuilder.MarkLayoutForRebuild(GetComponent<RectTransform>());
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}
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}
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}
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