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using UnityEngine;
using UnityEngine.UI;
public class PhishingEmailSimulation : MonoBehaviour
{
public GameObject emailNotification; // Das Benachrichtigungs-Panel
public GameObject emailOverlay; // Das Overlay-Bild
public AudioClip notificationSound; // Der Benachrichtigungston
private AudioSource audioSource;
void Start()
{
emailNotification.SetActive(true);
emailOverlay.SetActive(false);
audioSource = gameObject.AddComponent<AudioSource>();
}
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Hand"))
{
ShowEmailNotification();
}
}
public void ShowEmailNotification()
{
emailNotification.SetActive(true);
audioSource.PlayOneShot(notificationSound);
}
public void ShowEmailOverlay()
{
emailOverlay.SetActive(true);
emailNotification.SetActive(false);
}
void Update()
{
// Prfen, ob die E-Mail-Benachrichtigung angetippt wird
if (emailNotification.activeSelf && Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.transform.gameObject == emailNotification)
{
ShowEmailOverlay();
}
}
}
}
}
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File moved
using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour, IMixedRealityTouchHandler
{
void Start()
{
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
Debug.Log("hi");
}
public void OnTouchCompleted(HandTrackingInputEventData eventData) { }
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
}
}
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using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Whiteboard : MonoBehaviour, IMixedRealityTouchHandler
{
public List<GameObject> uiElements; // Liste fr alle bergeordneten UI-Elemente (TextMeshPro und Buttons)
public GameObject awtrue;
public GameObject awfalse;
public GameObject square;
public GameObject wischen;
private Coroutine hideCoroutine; // Coroutine-Referenz zum Verwalten des Timers
void Start()
{
SetElementsVisibility(false); // Initial unsichtbar
awtrue.active = false;
awfalse.active = false;
square.active = false;
wischen.active = false;
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
// Sichtbar machen
SetElementsVisibility(true);
// Bestehende Coroutine stoppen, falls vorhanden
if (hideCoroutine != null)
{
StopCoroutine(hideCoroutine);
}
// Neue Coroutine starten
hideCoroutine = StartCoroutine(HideElementsAfterDelay(15f)); // 15 Sek Verzgerung
}
public void OnTouchCompleted(HandTrackingInputEventData eventData)
{
}
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
IEnumerator HideElementsAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
SetElementsVisibility(false);
}
void SetElementsVisibility(bool isVisible)
{
foreach (var element in uiElements)
{
SetVisibilityRecursive(element, isVisible);
}
}
void SetVisibilityRecursive(GameObject obj, bool isVisible)
{
// TextMeshPro-Komponente
TextMeshPro textMeshPro = obj.GetComponent<TextMeshPro>();
if (textMeshPro != null)
{
textMeshPro.color = new Color(textMeshPro.color.r, textMeshPro.color.g, textMeshPro.color.b, isVisible ? 1.0f : 0.0f);
}
// Renderer-Komponente (fr andere visuelle Elemente)
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
renderer.enabled = isVisible;
}
// Weitere UI-Komponenten
var graphic = obj.GetComponent<UnityEngine.UI.Graphic>();
if (graphic != null)
{
graphic.color = new Color(graphic.color.r, graphic.color.g, graphic.color.b, isVisible ? 1.0f : 0.0f);
}
// Rekursiv fr alle Kinderobjekte
foreach (Transform child in obj.transform)
{
SetVisibilityRecursive(child.gameObject, isVisible);
}
}
}
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