updated main menu
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File diff suppressed because it is too large
Load Diff
8
Assets/ScriptableObjects.meta
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15
Assets/ScriptableObjects/Settings.asset
Normal file
15
Assets/ScriptableObjects/Settings.asset
Normal file
@ -0,0 +1,15 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_EditorClassIdentifier:
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volume: 1
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8
Assets/ScriptableObjects/Settings.asset.meta
Normal file
8
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Normal file
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11
Assets/Scripts/Game/GameSettings.cs
Normal file
11
Assets/Scripts/Game/GameSettings.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName ="Settings",menuName ="ScriptableObjects/New Settings Object",order =1)]
|
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public class GameSettings : ScriptableObject
|
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{
|
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[Range(0,1)]
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public float volume = 1;
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|
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}
|
11
Assets/Scripts/Game/GameSettings.cs.meta
Normal file
11
Assets/Scripts/Game/GameSettings.cs.meta
Normal file
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@ -23,9 +23,25 @@ public class MainMenuManager : MonoBehaviour
|
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private readonly List<float> initDilates = new();
|
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private bool transitioning;
|
||||
|
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[SerializeField] private Animator cameraAnimator;
|
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[SerializeField] private MainMenuSettingsManager settingsManager;
|
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[SerializeField] private Canvas creditsCanvas;
|
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|
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private bool isAnimating = false;
|
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private bool isDown = false;
|
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|
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private static MainMenuManager instance;
|
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public static MainMenuManager Instance { get { return instance; } }
|
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|
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private void Awake()
|
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{
|
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instance = this;
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}
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// Start is called before the first frame update
|
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private void Start()
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{
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//initDilate = title.fontSharedMaterials[0].GetFloat(component);
|
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initDilate = title.fontMaterials[0].GetFloat(component);
|
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@ -37,10 +53,16 @@ private void Start()
|
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}
|
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|
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textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
|
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textList[1].GetComponent<Button>().onClick.AddListener(LoadSettings);
|
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textList[2].GetComponent<Button>().onClick.AddListener(ExitApp);
|
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textList[3].GetComponent<Button>().onClick.AddListener(LoadCredits);
|
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|
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|
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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this.creditsCanvas.gameObject.SetActive(false);
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this.settingsManager.gameObject.SetActive(false);
|
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}
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|
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|
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@ -89,4 +111,31 @@ private void ExitApp()
|
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{
|
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Application.Quit();
|
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}
|
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private void LoadSettings()
|
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{
|
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ToggleCamera();
|
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this.creditsCanvas.gameObject.SetActive(false);
|
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this.settingsManager.gameObject.SetActive(true);
|
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}
|
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private void LoadCredits()
|
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{
|
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ToggleCamera();
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this.creditsCanvas.gameObject.SetActive(true);
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this.settingsManager.gameObject.SetActive(false);
|
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}
|
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|
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public void ToggleCamera()
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{
|
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|
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if(!isAnimating)
|
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StartCoroutine(_ToggleCamera());
|
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}
|
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private IEnumerator _ToggleCamera()
|
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{
|
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cameraAnimator.Play(isDown?"CameraUp":"CameraDown");
|
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isAnimating = true;
|
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yield return new WaitForSeconds(1.5f);
|
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isAnimating = false;
|
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isDown = !isDown;
|
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}
|
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}
|
25
Assets/Scripts/MainMenu/MainMenuSettingsManager.cs
Normal file
25
Assets/Scripts/MainMenu/MainMenuSettingsManager.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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|
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public class MainMenuSettingsManager : MonoBehaviour
|
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{
|
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[SerializeField]
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private GameSettings settings;
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[SerializeField]
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private Button volumeButton;
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[SerializeField] private Button returnButton;
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// Start is called before the first frame update
|
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void Start()
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{
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returnButton.onClick.AddListener(MainMenuManager.Instance.ToggleCamera);
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}
|
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|
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// Update is called once per frame
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void Update()
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{
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}
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}
|
11
Assets/Scripts/MainMenu/MainMenuSettingsManager.cs.meta
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Normal file
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File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user