Save endgame progress, team presets, technique support and camera controls
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@@ -1,158 +1,111 @@
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-- ==============================================================================
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-- Hide UI Lua Script for Honkai: Star Rail
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-- Press "ฃ" (Backslash '\' on keyboard) to toggle UI visibility
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-- Completely hides 100% of UI elements (HUD, Minimap, UID, Texts, Battle UI, WorldUI)
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-- Matches the clean visual result of 3Dmigoto/SRMI shader-override mod!
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-- ==============================================================================
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-- Backslash toggles HUD only. Keep pages, dialogs and UI cameras visible.
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local Input = CS.UnityEngine.Input
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local KeyCode = CS.UnityEngine.KeyCode
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local Time = CS.UnityEngine.Time
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local GameObject = CS.UnityEngine.GameObject
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local CanvasGroup = CS.UnityEngine.CanvasGroup
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local Canvas = CS.UnityEngine.Canvas
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local Camera = CS.UnityEngine.Camera
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-- Names observed under UIRoot in this Client, plus the existing battle HUD.
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-- Never target an ancestor shared by HUD and character/reward dialogs.
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local HUD_PATHS = {
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"UIRoot/Page/MazeMainPage(Clone)",
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"UIRoot/Page/BattleGamePhaseUI(Clone)",
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"UIRoot/BelowPage/AdventureWaypointsPage(Clone)",
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"UIRoot/BelowPage/MazeJumpingText(Clone)",
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"UIRoot/BelowPage/MazeMonsterWarningPage(Clone)",
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"UIRoot/AboveDialog/BetaHintDialog(Clone)",
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"VersionText"
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}
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-- The old script did not record CanvasGroup state. Undo its blanket hide once
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-- on live upgrade; a fresh Client session avoids any lost legacy fade state.
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if _G.__HIDE_UI_REGISTERED and _G.__HIDE_UI_SCHEMA ~= 2 and _G.__HIDE_UI_ENABLED then
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pcall(function()
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local cams = Camera.allCameras
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for i = 0, cams.Length - 1 do
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local mask = (_G.__ORIG_CAM_MASKS or {})[cams[i]:GetInstanceID()]
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if mask ~= nil then cams[i].cullingMask = mask end
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end
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local function restore(obj)
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if obj then
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local cg = obj:GetComponent(typeof(CanvasGroup))
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if cg then cg.alpha = 1; cg.blocksRaycasts = true; cg.interactable = true end
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end
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end
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local root = GameObject.Find("UIRoot")
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if root then
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restore(root)
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local t = root.transform
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for i = 0, t.childCount - 1 do
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local c = t:GetChild(i); restore(c.gameObject)
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for j = 0, c.childCount - 1 do restore(c:GetChild(j).gameObject) end
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end
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end
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local canvases = GameObject.FindObjectsOfType(typeof(CS.UnityEngine.Canvas))
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for i = 0, canvases.Length - 1 do restore(canvases[i].gameObject) end
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end)
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end
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_G.__HIDE_UI_SCHEMA = 2
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_G.__HIDE_UI_ENABLED = _G.__HIDE_UI_ENABLED or false
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_G.__HIDE_UI_LAST_FRAME = _G.__HIDE_UI_LAST_FRAME or 0
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_G.__ORIG_CAM_MASKS = _G.__ORIG_CAM_MASKS or {}
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_G.__HIDE_UI_PERIODIC = _G.__HIDE_UI_PERIODIC or 0
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_G.__HIDE_UI_TARGETS = _G.__HIDE_UI_TARGETS or {}
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local function set_canvas_group_state(obj, visible)
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if not obj then return end
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pcall(function()
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local cg = obj:GetComponent(typeof(CanvasGroup))
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if not cg then
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cg = obj:AddComponent(typeof(CanvasGroup))
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end
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if cg then
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cg.alpha = visible and 1.0 or 0.0
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cg.blocksRaycasts = visible
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cg.interactable = visible
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end
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end)
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end
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local function apply_camera_culling(visible)
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pcall(function()
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local allCams = Camera.allCameras
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if allCams and allCams.Length > 0 then
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for i = 0, allCams.Length - 1 do
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local c = allCams[i]
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if c and c.name then
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local lower = string.lower(c.name)
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-- Target UICamera and UI overlay cameras, never touch Main Camera
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if (string.find(lower, "ui") ~= nil) and (string.find(lower, "main") == nil) then
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local camId = c:GetInstanceID()
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if not visible then
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if not _G.__ORIG_CAM_MASKS[camId] and c.cullingMask ~= 0 then
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_G.__ORIG_CAM_MASKS[camId] = c.cullingMask
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end
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c.cullingMask = 0
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else
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if _G.__ORIG_CAM_MASKS[camId] ~= nil and _G.__ORIG_CAM_MASKS[camId] ~= 0 then
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c.cullingMask = _G.__ORIG_CAM_MASKS[camId]
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else
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c.cullingMask = 32 -- Default layer 5 (UI)
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end
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end
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end
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end
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end
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end
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end)
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end
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local function apply_ui_root(visible)
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pcall(function()
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local uiRoot = GameObject.Find("/UIRoot") or GameObject.Find("UIRoot")
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if uiRoot then
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set_canvas_group_state(uiRoot, visible)
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local tr = uiRoot.transform
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for i = 0, tr.childCount - 1 do
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local child = tr:GetChild(i).gameObject
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set_canvas_group_state(child, visible)
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local ctr = child.transform
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for j = 0, ctr.childCount - 1 do
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set_canvas_group_state(ctr:GetChild(j).gameObject, visible)
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end
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end
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end
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end)
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end
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local function apply_all_canvases(visible)
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pcall(function()
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local canvases = GameObject.FindObjectsOfType(typeof(Canvas))
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if canvases and canvases.Length > 0 then
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for i = 0, canvases.Length - 1 do
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local cv = canvases[i]
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if cv and cv.gameObject then
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set_canvas_group_state(cv.gameObject, visible)
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end
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end
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end
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end)
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end
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local function set_ui_visible(visible)
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pcall(function()
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-- 1. UI Camera Culling Mask
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apply_camera_culling(visible)
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-- 2. Entire /UIRoot tree (Page, HUD, Dialog, AboveDialog, Top, Popup, Guide, etc.)
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apply_ui_root(visible)
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-- 3. Specific known clones / watermarks
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local function restore_hud()
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for id, state in pairs(_G.__HIDE_UI_TARGETS) do
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pcall(function()
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local specific = {
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"UIRoot/Page/BattleGamePhaseUI(Clone)",
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"UIRoot/AboveDialog/BetaHintDialog(Clone)",
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"VersionText"
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}
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for _, path in ipairs(specific) do
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local obj = GameObject.Find(path)
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if obj then
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set_canvas_group_state(obj, visible)
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if state.group then
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if state.added then
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CS.UnityEngine.Object.Destroy(state.group)
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else
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state.group.alpha = state.alpha
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state.group.blocksRaycasts = state.raycast
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state.group.interactable = state.interactable
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end
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end
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end)
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_G.__HIDE_UI_TARGETS[id] = nil
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end
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end
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-- 4. All active Canvases in scene (ScreenSpace & WorldSpace billboards/nameplates)
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apply_all_canvases(visible)
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end)
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local function hide_hud()
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for _, path in ipairs(HUD_PATHS) do
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pcall(function()
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local obj = GameObject.Find(path)
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if not obj then return end
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local id = obj:GetInstanceID()
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local state = _G.__HIDE_UI_TARGETS[id]
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if not state then
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local group = obj:GetComponent(typeof(CanvasGroup))
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local added = not group
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if added then group = obj:AddComponent(typeof(CanvasGroup)) end
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state = {group=group, added=added, alpha=group.alpha,
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raycast=group.blocksRaycasts, interactable=group.interactable}
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_G.__HIDE_UI_TARGETS[id] = state
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end
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state.group.alpha = 0
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state.group.blocksRaycasts = false
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state.group.interactable = false
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end)
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end
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end
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function _G.__HIDE_UI_TICK()
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pcall(function()
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local curFrame = Time.frameCount
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if _G.__HIDE_UI_LAST_FRAME == curFrame then
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return
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end
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_G.__HIDE_UI_LAST_FRAME = curFrame
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-- Physical key '\' / 'ฃ' (KeyCode.Backslash)
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if Input.GetKeyDown(KeyCode.Backslash) then
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local frame = Time.frameCount
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if _G.__HIDE_UI_LAST_FRAME == frame then return end
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_G.__HIDE_UI_LAST_FRAME = frame
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local toggled = Input.GetKeyDown(KeyCode.Backslash)
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if toggled then
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_G.__HIDE_UI_ENABLED = not _G.__HIDE_UI_ENABLED
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set_ui_visible(not _G.__HIDE_UI_ENABLED)
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if _G.__HIDE_UI_ENABLED then
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CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#FF5555>UI Hidden (ซ่อน UI ทั้งหมด 100% เรียบร้อย)</color>")
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else
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CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#55FF55>UI Restored (แสดง UI ตามปกติแล้ว)</color>")
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end
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if not _G.__HIDE_UI_ENABLED then restore_hud() end
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end
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-- While hidden, keep enforcing to prevent newly spawned UI from appearing
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-- Only the small named HUD list is checked, four times a second.
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-- New pages/dialogs never inherit a hidden UIRoot or UI camera.
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if _G.__HIDE_UI_ENABLED then
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apply_camera_culling(false)
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apply_ui_root(false)
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_G.__HIDE_UI_PERIODIC = (_G.__HIDE_UI_PERIODIC or 0) + 1
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if _G.__HIDE_UI_PERIODIC >= 30 then
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_G.__HIDE_UI_PERIODIC = 0
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apply_all_canvases(false)
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local now = Time.unscaledTime
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if toggled or now >= (_G.__HIDE_UI_NEXT_SCAN or 0) then
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_G.__HIDE_UI_NEXT_SCAN = now + 0.25
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hide_hud()
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end
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end
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end)
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@@ -173,5 +126,5 @@ if not _G.__HIDE_UI_REGISTERED then
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pcall(function() CS.UnityEngine.Application.onBeforeRender('+', function() _G.__HIDE_UI_TICK() end) end)
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pcall(function() CS.UnityEngine.Application.onBeforeRender = CS.UnityEngine.Application.onBeforeRender + function() _G.__HIDE_UI_TICK() end end)
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CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle Script]</color> 100% Clean HideUI loaded! Press 'ฃ' to toggle UI.")
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CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle Script]</color> HUD-only HideUI loaded! Press 'ฃ' to toggle UI.")
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end
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