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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public class DebugAsset : MonoBehaviour
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{
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[SerializeField] Toggle m_AllAsset;
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[SerializeField] Toggle m_Audio;
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[SerializeField] Toggle m_Effect;
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[SerializeField] Toggle m_Scene;
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[SerializeField] Toggle m_Mob;
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[SerializeField] Toggle m_Refdata;
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[SerializeField] Toggle m_Shader;
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[SerializeField] Toggle m_UI;
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[SerializeField] Toggle m_BuiltIn;
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private void OnEnable()
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{
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m_AllAsset.AddListener(OnAllAssetValueChange);
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m_Audio.AddListener(OnAudioValueChange);
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m_Effect.AddListener(OnEffectValueChange);
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m_Scene.AddListener(OnSceneValueChange);
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m_Mob.AddListener(OnMobValueChange);
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m_Refdata.AddListener(OnRefdataValueChange);
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m_Shader.AddListener(OnShaderValueChange);
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m_UI.AddListener(OnUIValueChange);
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m_BuiltIn.AddListener(OnBuildInValueChange);
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}
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private void OnDisable()
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{
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m_AllAsset.RemoveAllListeners();
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m_Audio.RemoveAllListeners();
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m_Effect.RemoveAllListeners();
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m_Scene.RemoveAllListeners();
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m_Mob.RemoveAllListeners();
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m_Refdata.RemoveAllListeners();
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m_Shader.RemoveAllListeners();
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m_UI.RemoveAllListeners();
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}
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private void OnAllAssetValueChange(bool _value)
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{
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m_Audio.isOn = _value;
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m_Effect.isOn = _value;
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m_Scene.isOn = _value;
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m_Mob.isOn = _value;
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m_Refdata.isOn = _value;
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m_Shader.isOn = _value;
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m_UI.isOn = _value;
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}
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private void OnAudioValueChange(bool _value)
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{
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}
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private void OnEffectValueChange(bool _value)
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{
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}
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private void OnSceneValueChange(bool _value)
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{
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}
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private void OnMobValueChange(bool _value)
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{
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}
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private void OnRefdataValueChange(bool _value)
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{
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}
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private void OnShaderValueChange(bool _value)
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{
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}
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private void OnUIValueChange(bool _value)
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{
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}
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private void OnBuildInValueChange(bool _value)
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{
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}
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}
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