using System; using UnityEngine.UI; using UnityEngine; namespace InterfaceOff.WorldScene { public class PasswordScriptThing : MonoBehaviour { [SerializeField] private Text PasswordText; private void OnEnable() { PasswordText.text = ""; } private static bool IsAnyKeyPressed() { return Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.B) || Input.GetKeyDown(KeyCode.C) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.F) || Input.GetKeyDown(KeyCode.G) || Input.GetKeyDown(KeyCode.H) || Input.GetKeyDown(KeyCode.I) || Input.GetKeyDown(KeyCode.J) || Input.GetKeyDown(KeyCode.K) || Input.GetKeyDown(KeyCode.L) || Input.GetKeyDown(KeyCode.M) || Input.GetKeyDown(KeyCode.N) || Input.GetKeyDown(KeyCode.O) || Input.GetKeyDown(KeyCode.P) || Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.R) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.T) || Input.GetKeyDown(KeyCode.U) || Input.GetKeyDown(KeyCode.V) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.X) || Input.GetKeyDown(KeyCode.Y) || Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.Space); } private void Update() { if (IsAnyKeyPressed()) { PasswordText.text += '*'; } if (PasswordText.text.Length > 12) { transform.parent.gameObject.SetActive(false); } } } }