using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Threading; using System.Threading.Tasks; using TMPro; using UniRx; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using static Unity.Mathematics.math; using float2 = Unity.Mathematics.float2; using Random = UnityEngine.Random; public class MainMenu : MonoBehaviour { public GameSettings Settings; public ConfirmationDialog Dialog; public bool InGame; public Prototype PanelPrototype; public float FadeTime = .5f; public float FadeDistance = 512; public float FadeAlphaExponent = 2; public float FadePositionExponent = 2; private (PropertiesPanel panel, CanvasGroup group) _currentMenu, _nextMenu; private bool _fadeFromRight; private float _fadeLerp; private bool _fading; private Vector3 _panelPosition; //private Task _databaseLoad; void Start() { // Start loading the database in the background 'cause it takes a few seconds //_databaseLoad = Task.Run(() => ActionGameManager.Database); RegisterResolver.Register(); _panelPosition = PanelPrototype.transform.position; var panel1 = PanelPrototype.Instantiate(); _currentMenu = (panel1, panel1.GetComponent()); var panel2 = PanelPrototype.Instantiate(); _nextMenu = (panel2, panel2.GetComponent()); _currentMenu.panel.gameObject.SetActive(false); //_saveDirectory = ActionGameManager.GameDataDirectory.CreateSubdirectory("Saves"); ShowMain(); Fade(true); } private void Update() { if (_fading) { _fadeLerp += Time.deltaTime / FadeTime; _currentMenu.panel.transform.position = _panelPosition + (_fadeFromRight ? Vector3.left : Vector3.right) * (FadeDistance * pow(_fadeLerp, FadePositionExponent)); _nextMenu.panel.transform.position = _panelPosition + (_fadeFromRight ? Vector3.right : Vector3.left) * (FadeDistance * pow(1-_fadeLerp, FadePositionExponent)); _currentMenu.group.alpha = pow(1 - _fadeLerp, FadeAlphaExponent); _nextMenu.group.alpha = pow(_fadeLerp, FadeAlphaExponent); if (_fadeLerp > 1) { _fading = false; _currentMenu.panel.gameObject.SetActive(false); var temp = _currentMenu; _currentMenu = _nextMenu; _nextMenu = temp; } } } private string TitleSubtitle(string title, string subtitle) => $"{title}\n{subtitle}"; private void Fade(bool fromRight) { _nextMenu.panel.gameObject.SetActive(true); _nextMenu.group.alpha = 0; _fading = true; _fadeLerp = 0; _fadeFromRight = fromRight; } private void ShowMain() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("aetheria", "terminus"); if (!InGame) { if(ActionGameManager.PlayerSettings.SavedRun != null) _nextMenu.panel.AddButton("Continue", () => { ActionGameManager.IsTutorial = ActionGameManager.PlayerSettings.SavedRun.IsTutorial; ActionGameManager.CurrentSector = new Sector( ActionGameManager.CultCache, ActionGameManager.PlayerSettings.SavedRun); SceneManager.LoadScene("ARPG"); }); else _nextMenu.panel.AddButton("Continue", null); } _nextMenu.panel.AddButton("New Game", () => { var generatorState = "Loading Database Contents"; Action setState = s => generatorState = s; Fade(true); _nextMenu.panel.gameObject.SetActive(false); Dialog.Clear(); Dialog.Title.text = "Generating Galaxy"; Dialog.AddProperty(() => generatorState); Dialog.Show(); if (ActionGameManager.PlayerSettings.TutorialPassed) { Settings.SectorBackgroundSettings.NoisePosition = Random.value * 1000; ActionGameManager.IsTutorial = false; Task.Run(() => { var sector = new Sector( Settings.SectorGenerationSettings, Settings.SectorBackgroundSettings, Settings.NameGeneratorSettings, ActionGameManager.CultCache, setState); Observable.NextFrame().Subscribe(_ => { ActionGameManager.PlayerSettings.SavedRun = null; ActionGameManager.CurrentSector = sector; SceneManager.LoadScene("ARPG"); }); }).WrapErrors(); } else { int iteration = 1; do { Settings.TutorialBackgroundSettings.NoisePosition = Random.value * 1000; setState($"Finding Galaxy Position: iteration {iteration++}"); } while (Settings.TutorialBackgroundSettings.CloudDensity(float2(0.5f)) < .5f); ActionGameManager.IsTutorial = true; Task.Run(() => { var sector = new Sector( Settings.TutorialGenerationSettings, Settings.TutorialBackgroundSettings, Settings.NameGeneratorSettings, ActionGameManager.CultCache, setState); Observable.NextFrame().Subscribe(_ => { ActionGameManager.PlayerSettings.SavedRun = null; ActionGameManager.CurrentSector = sector; SceneManager.LoadScene("ARPG"); }); }).WrapErrors(); } }); _nextMenu.panel.AddButton("Settings", () => { ShowSettings(); Fade(true); }); _nextMenu.panel.AddButton("Quit", Application.Quit); } private void ShowSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = "settings"; _nextMenu.panel.AddButton("Gameplay", () => { ShowGameplaySettings(); Fade(true); }); _nextMenu.panel.AddButton("Graphics", () => { ShowGraphicsSettings(); Fade(true); }); _nextMenu.panel.AddButton("Input", () => { ShowInputSettings(); Fade(true); }); _nextMenu.panel.AddButton("Audio", () => { ShowAudioSettings(); Fade(true); }); _nextMenu.panel.AddButton("Back", () => { ShowMain(); Fade(false); }); } private void ShowGameplaySettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("gameplay", "settings"); _nextMenu.panel.AddField("Name", () => ActionGameManager.PlayerSettings.Name, s => ActionGameManager.PlayerSettings.Name = s); _nextMenu.panel.AddField("Temperature Unit", () => (int) ActionGameManager.PlayerSettings.TemperatureUnit, i => ActionGameManager.PlayerSettings.TemperatureUnit = (TemperatureUnit) i, Enum.GetNames(typeof(TemperatureUnit))); _nextMenu.panel.AddField("Significant Digits", () => ActionGameManager.PlayerSettings.SignificantDigits, i => ActionGameManager.PlayerSettings.SignificantDigits = i); _nextMenu.panel.AddButton("Back", () => { ActionGameManager.SavePlayerSettings(); ShowSettings(); Fade(false); }); } private void ShowGraphicsSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("graphics", "settings"); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } private void ShowInputSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("input", "settings"); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } private void ShowAudioSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("audio", "settings"); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } }