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/*
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http://www.cgsoso.com/forum-211-1.html
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CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源!
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CGSOSO 主打游戏开发,影视设计等CG资源素材。
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插件如若商用,请务必官网购买!
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daily assets update for try.
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U should buy the asset from home store if u use it in your project!
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*/
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using UnityEngine;
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public class LTGUI
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{
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public enum Element_Type
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{
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Texture,
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Label
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}
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public static int RECT_LEVELS = 5;
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public static int RECTS_PER_LEVEL = 10;
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public static int BUTTONS_MAX = 24;
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private static LTRect[] levels;
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private static int[] levelDepths;
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private static Rect[] buttons;
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private static int[] buttonLevels;
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private static int[] buttonLastFrame;
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private static LTRect r;
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private static Color color = Color.white;
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private static bool isGUIEnabled = false;
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private static int global_counter = 0;
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public static void init()
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{
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if (levels == null)
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{
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levels = new LTRect[RECT_LEVELS * RECTS_PER_LEVEL];
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levelDepths = new int[RECT_LEVELS];
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}
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}
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public static void initRectCheck()
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{
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if (buttons == null)
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{
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buttons = new Rect[BUTTONS_MAX];
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buttonLevels = new int[BUTTONS_MAX];
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buttonLastFrame = new int[BUTTONS_MAX];
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for (int i = 0; i < buttonLevels.Length; i++)
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{
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buttonLevels[i] = -1;
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}
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}
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}
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public static void reset()
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{
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if (isGUIEnabled)
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{
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isGUIEnabled = false;
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for (int i = 0; i < levels.Length; i++)
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{
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levels[i] = null;
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}
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for (int j = 0; j < levelDepths.Length; j++)
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{
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levelDepths[j] = 0;
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}
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}
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}
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public static void update(int updateLevel)
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{
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if (!isGUIEnabled)
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{
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return;
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}
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init();
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if (levelDepths[updateLevel] <= 0)
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{
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return;
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}
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color = GUI.color;
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int num = updateLevel * RECTS_PER_LEVEL;
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int num2 = num + levelDepths[updateLevel];
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for (int i = num; i < num2; i++)
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{
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r = levels[i];
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if (r == null)
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{
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continue;
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}
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if (r.useColor)
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{
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GUI.color = r.color;
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}
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if (r.type == Element_Type.Label)
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{
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if (r.style != null)
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{
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GUI.skin.label = r.style;
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}
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if (r.useSimpleScale)
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{
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GUI.Label(new Rect((r.rect.x + r.margin.x + r.relativeRect.x) * r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y) * r.relativeRect.height, r.rect.width * r.relativeRect.width, r.rect.height * r.relativeRect.height), r.labelStr);
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}
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else
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{
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GUI.Label(new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, r.rect.width, r.rect.height), r.labelStr);
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}
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}
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else if (r.type == Element_Type.Texture && r.texture != null)
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{
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Vector2 vector = (!r.useSimpleScale) ? new Vector2(r.rect.width, r.rect.height) : new Vector2(0f, r.rect.height * r.relativeRect.height);
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if (r.sizeByHeight)
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{
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vector.x = (float)r.texture.width / (float)r.texture.height * vector.y;
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}
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if (r.useSimpleScale)
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{
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GUI.DrawTexture(new Rect((r.rect.x + r.margin.x + r.relativeRect.x) * r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y) * r.relativeRect.height, vector.x, vector.y), r.texture);
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}
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else
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{
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GUI.DrawTexture(new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, vector.x, vector.y), r.texture);
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}
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}
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}
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GUI.color = color;
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}
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public static bool checkOnScreen(Rect rect)
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{
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bool flag = rect.x + rect.width < 0f;
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bool flag2 = rect.x > (float)Screen.width;
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bool flag3 = rect.y > (float)Screen.height;
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bool flag4 = rect.y + rect.height < 0f;
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return !flag && !flag2 && !flag3 && !flag4;
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}
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public static void destroy(int id)
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{
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int num = id & 0xFFFF;
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int num2 = id >> 16;
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if (id >= 0 && levels[num] != null && levels[num].hasInitiliazed && levels[num].counter == num2)
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{
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levels[num] = null;
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}
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}
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public static void destroyAll(int depth)
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{
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int num = depth * RECTS_PER_LEVEL + RECTS_PER_LEVEL;
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int num2 = depth * RECTS_PER_LEVEL;
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while (levels != null && num2 < num)
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{
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levels[num2] = null;
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num2++;
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}
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}
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public static LTRect label(Rect rect, string label, int depth)
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{
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return LTGUI.label(new LTRect(rect), label, depth);
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}
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public static LTRect label(LTRect rect, string label, int depth)
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{
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rect.type = Element_Type.Label;
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rect.labelStr = label;
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return element(rect, depth);
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}
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public static LTRect texture(Rect rect, Texture texture, int depth)
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{
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return LTGUI.texture(new LTRect(rect), texture, depth);
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}
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public static LTRect texture(LTRect rect, Texture texture, int depth)
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{
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rect.type = Element_Type.Texture;
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rect.texture = texture;
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return element(rect, depth);
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}
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public static LTRect element(LTRect rect, int depth)
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{
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isGUIEnabled = true;
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init();
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int num = depth * RECTS_PER_LEVEL + RECTS_PER_LEVEL;
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int num2 = 0;
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if (rect != null)
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{
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destroy(rect.id);
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}
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if (rect.type == Element_Type.Label && rect.style != null)
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{
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Color textColor = rect.style.normal.textColor;
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if (textColor.a <= 0f)
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{
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UnityEngine.Debug.LogWarning("Your GUI normal color has an alpha of zero, and will not be rendered.");
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}
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}
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if (rect.relativeRect.width == float.PositiveInfinity)
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{
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rect.relativeRect = new Rect(0f, 0f, Screen.width, Screen.height);
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}
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for (int i = depth * RECTS_PER_LEVEL; i < num; i++)
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{
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r = levels[i];
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if (r == null)
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{
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r = rect;
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r.rotateEnabled = true;
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r.alphaEnabled = true;
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r.setId(i, global_counter);
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levels[i] = r;
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if (num2 >= levelDepths[depth])
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{
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levelDepths[depth] = num2 + 1;
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}
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global_counter++;
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return r;
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}
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num2++;
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}
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UnityEngine.Debug.LogError("You ran out of GUI Element spaces");
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return null;
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}
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public static bool hasNoOverlap(Rect rect, int depth)
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{
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initRectCheck();
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bool result = true;
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bool flag = false;
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for (int i = 0; i < buttonLevels.Length; i++)
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{
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if (buttonLevels[i] >= 0)
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{
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if (buttonLastFrame[i] + 1 < Time.frameCount)
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{
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buttonLevels[i] = -1;
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}
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else if (buttonLevels[i] > depth && pressedWithinRect(buttons[i]))
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{
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result = false;
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}
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}
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if (!flag && buttonLevels[i] < 0)
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{
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flag = true;
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buttonLevels[i] = depth;
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buttons[i] = rect;
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buttonLastFrame[i] = Time.frameCount;
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}
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}
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return result;
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}
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public static bool pressedWithinRect(Rect rect)
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{
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Vector2 vector = firstTouch();
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if (vector.x < 0f)
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{
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return false;
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}
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float num = (float)Screen.height - vector.y;
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return vector.x > rect.x && vector.x < rect.x + rect.width && num > rect.y && num < rect.y + rect.height;
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}
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public static bool checkWithinRect(Vector2 vec2, Rect rect)
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{
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vec2.y = (float)Screen.height - vec2.y;
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return vec2.x > rect.x && vec2.x < rect.x + rect.width && vec2.y > rect.y && vec2.y < rect.y + rect.height;
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}
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public static Vector2 firstTouch()
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{
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if (UnityEngine.Input.touchCount > 0)
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{
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return Input.touches[0].position;
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}
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if (Input.GetMouseButton(0))
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{
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return UnityEngine.Input.mousePosition;
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}
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return new Vector2(float.NegativeInfinity, float.NegativeInfinity);
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}
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}
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