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)
78 lines
No EOL
2 KiB
C#
78 lines
No EOL
2 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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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 UniRx.Triggers;
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using UnityEngine;
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public class MenuPanel : MonoBehaviour
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{
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public ActionGameManager GameManager;
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public RectTransform TabButtons;
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public Color ActiveTabColor;
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public Color InactiveTabColor;
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public event Action<MenuTab> TabChanged;
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private Dictionary<MenuTab, MenuTabButton> _tabs = new Dictionary<MenuTab, MenuTabButton>();
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private MenuTabButton _current;
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public MenuTab CurrentTab { get; private set; }
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public void ShowTab(MenuTab tab)
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{
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gameObject.SetActive(true);
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if (_current == _tabs[tab]) return;
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if(_current != null)
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{
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_current.TabContents.SetActive(false);
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_current.Text.color = InactiveTabColor;
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}
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CurrentTab = tab;
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_current = _tabs[tab];
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_current.TabContents.SetActive(true);
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_current.Text.color = ActiveTabColor;
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TabChanged?.Invoke(tab);
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}
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private void OnEnable()
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{
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foreach (var tabButton in _tabs.Values)
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{
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tabButton.gameObject.SetActive(!tabButton.RequireDock || GameManager.DockedEntity != null);
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}
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}
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private void Awake()
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{
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foreach (var tabButton in TabButtons.GetComponentsInChildren<MenuTabButton>())
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{
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tabButton.TabContents.SetActive(false);
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tabButton.Text.color = InactiveTabColor;
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_tabs.Add(tabButton.Tab, tabButton);
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tabButton.Button.onClick.AddListener(() => ShowTab(tabButton.Tab));
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}
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}
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// void Start()
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// {
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// ShowTab(MenuTab.Inventory);
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// }
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}
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public enum MenuTab
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{
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Map,
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Inventory,
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Trade,
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Galaxy,
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Local
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} |