Credits screen: one attribution list in Shared, reachable from the main menu
Twemoji, Playdead and the Noun Project icon credits, held against the licence files under Assets by CreditsTests. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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4 changed files with 205 additions and 0 deletions
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@ -136,9 +136,41 @@ public class MainMenu : MonoBehaviour
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ShowSettings();
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Fade(true);
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});
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_nextMenu.panel.AddButton("Credits",
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() =>
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{
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ShowCredits();
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Fade(true);
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});
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_nextMenu.panel.AddButton("Quit", Application.Quit);
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}
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// The third-party attributions the build must show, one button per entry with its notice in the detail pane. The
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// list is Credits.All; this only renders it.
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private void ShowCredits()
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{
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var credits = Credits.All(Resources.Load<TextAsset>(Credits.NounProjectResource).text);
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Next("credits");
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_nextMenu.detail.gameObject.SetActive(true);
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_nextMenu.detail.Title.text = _nextMenu.panel.Title.text;
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_nextMenu.detail.Title.color = Color.clear;
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var selected = 0;
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_nextMenu.detail.AddProperty(() => credits[selected].Name);
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_nextMenu.detail.AddProperty(() => credits[selected].Licence);
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_nextMenu.detail.AddProperty(() => credits[selected].Notice);
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for (var i = 0; i < credits.Count; i++)
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{
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var index = i;
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_nextMenu.panel.AddButton(credits[i].Name, () => selected = index);
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}
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ShowMain();
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Fade(false);
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});
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}
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// New Game: every way to set up a run, each with its brief. A release build lists only the modes; the other ways
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// to set up a run and the test arenas are listed only in editor and development builds.
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private void ShowScenarios()
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