using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.VFX; using UnityEngine.UI; using UltraCombos.Configuration; using TUIO; public class DebugUI : MonoBehaviour { public bool debugMode = true; public GameObject debugUI; public VisualEffect vfx; public GameObject baseEmitter; public GameObject target; public GameObject emitter; public GameObject button; public string stat = "wait"; [Config] [Range(0f, 5f)] public float Emitter_x = 2.5f; [Config] [Range(-5f, 0f)] public float Target_x = -2.5f; [Config] [Range(0f, 0.05f)] public float growing_speed = 0.008f; [Config] [Range(0, 5)] public int delay_sec = 2; [Config] [Range(1, 10)] public int lifetime = 5; float lerp_val; Vector3 final_pos; bool showObject; int cur_blob_count; void Start() { QualitySettings.vSyncCount = 0; stat = "wait"; debugUI.SetActive(debugMode); button.GetComponent().text = stat; lerp_val = 0; cur_blob_count = 0; } // Update is called once per frame void Update() { cur_blob_count = TUIOManager.Instance.touches.Count; if (button.GetComponentInParent