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  1. using UnityEngine;
  2. using uPIe;
  3. public class PingMenuDemoWithSubMenu : MonoBehaviour
  4. {
  5. [SerializeField]
  6. private KeyCode triggerKey = KeyCode.LeftAlt;
  7. [SerializeField]
  8. private uPIeMenu relatedMenu;
  9. [SerializeField]
  10. private uPIeMenu subMenu;
  11. public KeyCode TriggerKey
  12. {
  13. get { return triggerKey; }
  14. set { triggerKey = value; }
  15. }
  16. public uPIeMenu RelatedMenu
  17. {
  18. get { return relatedMenu; }
  19. set { relatedMenu = value; }
  20. }
  21. public uPIeMenu SubMenu
  22. {
  23. get { return subMenu; }
  24. set { subMenu = value; }
  25. }
  26. private void Update()
  27. {
  28. if (Input.GetKeyDown(triggerKey))
  29. {
  30. if (!relatedMenu.ControlWithGamepad)
  31. {
  32. relatedMenu.transform.position = Input.mousePosition;
  33. }
  34. else
  35. {
  36. relatedMenu.transform.localPosition = Vector3.zero;
  37. }
  38. relatedMenu.gameObject.SetActive(true);
  39. }
  40. else if (Input.GetKeyUp(triggerKey))
  41. {
  42. relatedMenu.ConfirmCurrentSelection();
  43. subMenu.ReturnToSuperMenu(relatedMenu);
  44. relatedMenu.gameObject.SetActive(false);
  45. }
  46. }
  47. public void LogMessage(string msg)
  48. {
  49. Debug.Log("Ping Menu Demo: " + msg);
  50. }
  51. }