In Game Input Screen

Implemented saving/loading of custom input settings
Incorporated Input Screen in game
Organized UI scripts into folders
Deleted some unused UI scripts
Reimplemented Fog Blur (by copying modified DoF to assets)
This commit is contained in:
Reinier Vens 2021-05-08 07:35:16 +01:00
commit 81acaf2a47
173 changed files with 8236 additions and 7329 deletions

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using UniRx.Triggers;
using UnityEngine;
public class MenuPanel : MonoBehaviour
{
public ActionGameManager GameManager;
public RectTransform TabButtons;
public Color ActiveTabColor;
public Color InactiveTabColor;
public event Action<MenuTab> TabChanged;
private Dictionary<MenuTab, MenuTabButton> _tabs = new Dictionary<MenuTab, MenuTabButton>();
private MenuTabButton _current;
public MenuTab CurrentTab { get; private set; }
public void ShowTab(MenuTab tab)
{
gameObject.SetActive(true);
if (_current == _tabs[tab]) return;
if(_current != null)
{
_current.TabContents.SetActive(false);
_current.Text.color = InactiveTabColor;
}
CurrentTab = tab;
_current = _tabs[tab];
_current.TabContents.SetActive(true);
_current.Text.color = ActiveTabColor;
TabChanged?.Invoke(tab);
}
private void OnEnable()
{
foreach (var tabButton in _tabs.Values)
{
tabButton.gameObject.SetActive(!tabButton.RequireDock || GameManager.DockedEntity != null);
}
}
private void Awake()
{
foreach (var tabButton in TabButtons.GetComponentsInChildren<MenuTabButton>())
{
tabButton.TabContents.SetActive(false);
tabButton.Text.color = InactiveTabColor;
_tabs.Add(tabButton.Tab, tabButton);
tabButton.Button.onClick.AddListener(() => ShowTab(tabButton.Tab));
}
}
// void Start()
// {
// ShowTab(MenuTab.Inventory);
// }
}
public enum MenuTab
{
Map,
Inventory,
Trade,
Galaxy,
Local
}