Save/Load and Main Menu Submenus
Redid all of the property panel UI prefabs (oof) Implemented saving and loading of the game state Moved sector generation to sector constructor (along with loading from save file) Entity settings now separate from player settings Player settings (incl. saved run) now statically accessible from game manager Added animations and submenus to the main menu Unified main menu settings and properties panel styles for prefab reusability
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63 changed files with 2007 additions and 1158 deletions
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@ -1,46 +1,192 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using static Unity.Mathematics.math;
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public class MainMenu : MonoBehaviour
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{
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public TextMeshProUGUI Title;
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public Prototype ButtonPrototype;
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public bool InGame;
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public Prototype PanelPrototype;
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public float FadeTime = .5f;
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public float FadeDistance = 512;
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public float FadeAlphaExponent = 2;
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public float FadePositionExponent = 2;
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private List<Prototype> _contents = new List<Prototype>();
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private (PropertiesPanel panel, CanvasGroup group) _currentMenu, _nextMenu;
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private bool _fadeFromRight;
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private float _fadeLerp;
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private bool _fading;
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private Vector3 _panelPosition;
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private DirectoryInfo _saveDirectory;
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void Start()
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{
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RegisterResolver.Register();
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_panelPosition = PanelPrototype.transform.position;
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var panel1 = PanelPrototype.Instantiate<PropertiesPanel>();
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_currentMenu = (panel1, panel1.GetComponent<CanvasGroup>());
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var panel2 = PanelPrototype.Instantiate<PropertiesPanel>();
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_nextMenu = (panel2, panel2.GetComponent<CanvasGroup>());
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_currentMenu.panel.gameObject.SetActive(false);
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_saveDirectory = ActionGameManager.GameDataDirectory.CreateSubdirectory("Saves");
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ShowMain();
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Fade(true);
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}
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private void Update()
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{
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if (_fading)
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{
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_fadeLerp += Time.deltaTime / FadeTime;
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_currentMenu.panel.transform.position =
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_panelPosition + (_fadeFromRight ? Vector3.left : Vector3.right) * (FadeDistance * pow(_fadeLerp, FadePositionExponent));
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_nextMenu.panel.transform.position =
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_panelPosition + (_fadeFromRight ? Vector3.right : Vector3.left) * (FadeDistance * pow(1-_fadeLerp, FadePositionExponent));
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_currentMenu.group.alpha = pow(1 - _fadeLerp, FadeAlphaExponent);
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_nextMenu.group.alpha = pow(_fadeLerp, FadeAlphaExponent);
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if (_fadeLerp > 1)
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{
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_fading = false;
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_currentMenu.panel.gameObject.SetActive(false);
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var temp = _currentMenu;
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_currentMenu = _nextMenu;
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_nextMenu = temp;
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}
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}
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}
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private string TitleSubtitle(string title, string subtitle) => $"{title}\n<smallcaps><size=50%>{subtitle}";
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private void Fade(bool fromRight)
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{
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_nextMenu.panel.gameObject.SetActive(true);
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_nextMenu.group.alpha = 0;
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_fading = true;
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_fadeLerp = 0;
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_fadeFromRight = fromRight;
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}
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private void ShowMain()
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{
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Title.text = "aetheria\n<smallcaps><size=50%>terminus";
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Clear();
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AddButton("Continue", null);
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AddButton("New Game", null);
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AddButton("Load Game", null);
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AddButton("Settings", null);
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AddButton("Quit", Application.Quit);
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = TitleSubtitle("aetheria", "terminus");
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if (!InGame)
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{
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if(ActionGameManager.PlayerSettings.CurrentRun != null)
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_nextMenu.panel.AddButton("Continue", () => SceneManager.LoadScene("ARPG"));
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else
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_nextMenu.panel.AddButton("Continue", null);
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}
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_nextMenu.panel.AddButton("New Game",
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() =>
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{
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// TODO: Initialize Run
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});
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_nextMenu.panel.AddButton("Settings",
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() =>
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{
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ShowSettings();
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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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private void Clear()
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private void ShowSettings()
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{
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foreach(var item in _contents)
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item.ReturnToPool();
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_contents.Clear();
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = "settings";
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_nextMenu.panel.AddButton("Gameplay",
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() =>
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{
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ShowGameplaySettings();
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Fade(true);
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});
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_nextMenu.panel.AddButton("Graphics",
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() =>
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{
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ShowGraphicsSettings();
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Fade(true);
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});
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_nextMenu.panel.AddButton("Input",
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() =>
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{
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ShowInputSettings();
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Fade(true);
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});
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_nextMenu.panel.AddButton("Audio",
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() =>
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{
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ShowAudioSettings();
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Fade(true);
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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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private void ShowGameplaySettings()
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{
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = TitleSubtitle("gameplay", "settings");
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_nextMenu.panel.AddField("Name",
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() => ActionGameManager.PlayerSettings.Name,
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s => ActionGameManager.PlayerSettings.Name = s);
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ActionGameManager.SavePlayerSettings();
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ShowSettings();
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Fade(false);
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});
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}
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private void AddButton(string label, Action onPress)
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private void ShowGraphicsSettings()
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{
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var button = ButtonPrototype.Instantiate<Button>();
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button.GetComponent<TextMeshProUGUI>().text = label;
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button.onClick.RemoveAllListeners();
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button.onClick.AddListener(() => onPress?.Invoke());
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_contents.Add(button.GetComponent<Prototype>());
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = TitleSubtitle("graphics", "settings");
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ShowSettings();
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Fade(false);
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});
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}
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private void ShowInputSettings()
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{
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = TitleSubtitle("input", "settings");
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ShowSettings();
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Fade(false);
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});
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}
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private void ShowAudioSettings()
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{
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_nextMenu.panel.Clear();
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_nextMenu.panel.Title.text = TitleSubtitle("audio", "settings");
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ShowSettings();
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Fade(false);
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});
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}
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}
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