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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
using UnityEngine.UI;
public class InputHistoryImage : MonoBehaviour
{
[SerializeField] private GameObject _frames = default;
[SerializeField] private TextMeshProUGUI _framesText = default;
[SerializeField] private Image _sequenceImage = default;
[SerializeField] private Sprite[] _sequenceSprites = default;
[SerializeField] private GameObject[] _triggers = default;
private int _frame;
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public void UpdateDisplay(int sequenceIndex, int[] triggerIndexes)
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{
_frame = 0;
_frames.gameObject.SetActive(true);
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UpdateSequencesDisplay(sequenceIndex);
UpdateTriggersDisplay(triggerIndexes);
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}
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private void UpdateSequencesDisplay(int index)
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{
_sequenceImage.transform.parent.gameObject.SetActive(true);
_sequenceImage.sprite = _sequenceSprites[index];
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}
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private void UpdateTriggersDisplay(int[] triggerIndexes)
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{
for (int i = 0; i < _triggers.Length; i++)
_triggers[i].SetActive(false);
for (int i = 0; i < triggerIndexes.Length; i++)
if (triggerIndexes[i] <= _triggers.Length - 1)
_triggers[triggerIndexes[i]].SetActive(true);
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}
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public void UpdateFramesDisplay()
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{
if (_frame < 99)
_frame++;
_framesText.text = _frame.ToString();
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}
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}