add : credits screen
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propertyPath: NoiseModule.strength.scalar
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@@ -3,6 +3,7 @@ using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System;
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using System.Collections;
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using OctoCore.Navigation;
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// Holds a graphic target with its own normal and highlighted colors
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[Serializable]
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@@ -59,7 +60,10 @@ public class MultiTargetButton : MonoBehaviour,
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}
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// Mouse
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public void OnPointerEnter(PointerEventData e) => Activate();
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public void OnPointerEnter(PointerEventData e) {
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if (Time.time < OctoMainMenu.IgnoreMouseUntil) return;
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Activate();
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}
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public void OnPointerExit(PointerEventData e) {
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// If persist is on, do nothing on exit — next Activate() will clean up
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if (!PersistLastHovered) SetHighlight(false);
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@@ -3,6 +3,7 @@ using OctoCore.Navigation.Data;
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using OctoCore.UI;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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namespace OctoCore.Navigation
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@@ -104,18 +105,28 @@ namespace OctoCore.Navigation
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}
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}
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// --- Add your custom button methods below ---
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public void SelectMainDefaultButton()
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{
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StartCoroutine(SelectAfterFrame(_mainPanelDefaultButton));
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}
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public void SelectDebugFirstButton()
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{
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EventSystem.current.SetSelectedGameObject(_optionalPanelFirstButton.gameObject);
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StartCoroutine(SelectAfterFrame(_optionalPanelFirstButton));
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}
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public void SelectMainDefaultButton()
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private IEnumerator SelectAfterFrame(Button button)
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{
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EventSystem.current.SetSelectedGameObject(_mainPanelDefaultButton.gameObject);
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MultiTargetButton.ClearPersistence();
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EventSystem.current.SetSelectedGameObject(button.gameObject);
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// Ignore mouse hover for 0.1s so it doesn't steal selection
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OctoMainMenu.IgnoreMouseUntil = Time.time + 0.1f;
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yield break;
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}
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// Exposed so MultiTargetButton can check before activating on hover
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public static float IgnoreMouseUntil = 0f;
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public void ClearButtonPersistence()
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{
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MultiTargetButton.ClearPersistence();
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