Added sector map in Galaxy tab of in-game menu Added player flag to Ship (replaces AGM.PlayerEntities) Refactored sector map to depend on AGM Moved sector generation to main menu Main menu now supports resuming previous playthrough Database and player settings now statically available via AGM AGM saves current game state in PlayerSettings on exit Sector generation is now asynchronous Added progress callbacks to sector gen + progress dialog in menu Confirmation Dialog / properties panel can now display dynamic text entry Added zone title to Zone map Eliminated ZoneData class (properties moved to ZonePack) Sector, Zone and Entity serialization now fully functional Entity settings now separate from player settings Cleaned up old unused networking message classes Name files now integrated with database cache Added ability to save/load additive DB cache files in database panel Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors Deleted Wwise cache + added to .gitignore
223 lines
7 KiB
C#
223 lines
7 KiB
C#
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 System.Threading;
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using System.Threading.Tasks;
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using TMPro;
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using UniRx;
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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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using Random = UnityEngine.Random;
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public class MainMenu : MonoBehaviour
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{
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public SectorGenerationSettings Settings;
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public ConfirmationDialog Dialog;
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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 (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 Task<DatabaseCache> _databaseLoad;
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void Start()
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{
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// Start loading the database in the background 'cause it takes a few seconds
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//_databaseLoad = Task.Run(() => ActionGameManager.Database);
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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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_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",
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() =>
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{
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ActionGameManager.CurrentSector = new Sector(ActionGameManager.Database, ActionGameManager.PlayerSettings.CurrentRun);
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SceneManager.LoadScene("ARPG");
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});
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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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var generatorState = "Loading Database Contents";
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Action<string> setState = s => generatorState = s;
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Fade(true);
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_nextMenu.panel.gameObject.SetActive(false);
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Dialog.Clear();
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Dialog.Title.text = "Generating Galaxy";
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Dialog.AddProperty(() => generatorState);
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Dialog.Show();
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Settings.NoisePosition = Random.value * 100;
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var task = Task.Run(() => new Sector(Settings, ActionGameManager.Database, 0, setState));
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task.ContinueWith(task => Observable.NextFrame().Subscribe(_ =>
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{
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ActionGameManager.PlayerSettings.CurrentRun = null;
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ActionGameManager.CurrentSector = task.Result;
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SceneManager.LoadScene("ARPG");
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}));
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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 ShowSettings()
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{
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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 ShowGraphicsSettings()
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{
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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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