220 lines
6.9 KiB
C#
220 lines
6.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices.WindowsRuntime;
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using UnityEngine;
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using UnityEngine.UI;
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public class UIFunction : MonoBehaviour
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{
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public Button exit;
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public Button[] Function;
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public Button[] Function1;
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public GameObject[] InterFace;
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public GameObject[] Text;
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public GameObject background;
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public GameObject background1;
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public GameObject background2;
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public Button return_;
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public GameObject NextLevel_;
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public GameObject ÊÓÆµÄ£¿é;
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// Start is called before the first frame update
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void Start()
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{
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return_.onClick.AddListener(delegate ()
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{
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ExitNextLevel();
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FirstLevel(true);
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ÊÓÆµÄ£¿é.SetActive(false);
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NextLevel_.GetComponent<UIFunctionNextLevel>().WhatScenceSelcet = -1;
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});
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exit.onClick.AddListener(delegate ()
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{
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Exit();
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});
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for (int n = 0; n < Function.Length; n++)
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{
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switch (n)
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{
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case 0:
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Function[0].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(0);
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});
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break;
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case 1:
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Function[1].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(1);
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});
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break;
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case 2:
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Function[2].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(2);
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});
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break;
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case 3:
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Function[3].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(3);
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});
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break;
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case 4:
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Function[4].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(4);
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});
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break;
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case 5:
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Function[5].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(5);
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});
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break;
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case 6:
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Function[6].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(6);
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});
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break;
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case 7:
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Function[7].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(7);
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});
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break;
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}
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}
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for (int n = 0; n < Function1.Length; n++)
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{
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switch (n)
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{
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case 0:
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Function1[0].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(0);
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});
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break;
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case 1:
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Function1[1].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(1);
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});
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break;
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case 2:
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Function1[2].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(2);
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});
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break;
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case 3:
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Function1[3].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(3);
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});
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break;
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case 4:
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Function1[4].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(4);
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});
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break;
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case 5:
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Function1[5].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(5);
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});
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break;
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case 6:
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Function1[6].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(6);
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});
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break;
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case 7:
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Function1[7].GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate ()
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{
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FirstLevel(false);
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NextLevel(7);
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});
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break;
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void FirstLevel(bool select)
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{
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for (int n = 0; n < Function.Length; n++)
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{
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Function[n].gameObject.SetActive(select);
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}
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for (int n = 0; n < Function.Length; n++)
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{
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Function1[n].gameObject.SetActive(select);
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}
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background.SetActive(select);
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background1.SetActive(select);
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}
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private void NextLevel(int n)
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{
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if (InterFace[n] != null)
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{
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InterFace[n].SetActive(true);
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background2.SetActive(true);
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Text[n].SetActive(true);
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NextLevel_.SetActive(true);
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NextLevel_.GetComponent<UIFunctionNextLevel>().WhatScenceSelcet = n;
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}
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else
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{
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FirstLevel(true);
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}
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}
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private void ExitNextLevel()
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{
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for (int n = 0; n < InterFace.Length; n++)
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{
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if (InterFace[n] != null)
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{
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InterFace[n].SetActive(false);
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Text[n].SetActive(false);
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}
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}
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background2.SetActive(false);
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NextLevel_.SetActive(false);
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}
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private void Exit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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}
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