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