The deletion line lands before RunSave, as the spec orders. Deleted, not demoted: - PlayerSettings.SavedRun (Key 1 stays unclaimed) and the SavedGame constructor that upserted a fresh SavedZone per zone on every save. - ActionGameManager: the PlayerSettings.msgpack getter, file path and writer; the .loadout format (_loadoutPath, Loadouts, SaveLoadout and its default-options serializer, the commented loader); OnApplicationQuit and SaveState; SaveZone, which had no caller. - MainMenu's SavedRun Continue branch and both `SavedRun = null` writes. - InventoryPanel's Save Loadout and Restore Loadout bodies. - InputDisplayLayout's KeyboardLayouts file reader, ParseJson, AssociateInputKeys, SaveLayout and the usings they alone needed. - AetherDb's Cut 9 importer (Import.cs, legacy-census, import). - The three-gates note on loading writes; Cut 3 made loading non-writing. - .gitignore ignores GameData/run.cc and GameData/player.cc instead of PlayerSettings.msgpack. DOES NOT BUILD in Unity: ActionGameManager, MainMenu and InputDisplayLayout still reference the deleted members until the next commit wires RunSave, the settings getter and the catalog layout read. Headless builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
270 lines
9.7 KiB
C#
270 lines
9.7 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 CultMath.math;
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using float2 = CultMath.float2;
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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 VolumeCloudRenderer CloudRenderer;
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public GameSettings 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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_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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_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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if (ActionGameManager.PlayerSettings.TutorialPassed)
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{
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Settings.SectorBackgroundSettings.NoisePosition = Random.value * 1000;
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ActionGameManager.IsTutorial = false;
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Task.Run(() =>
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{
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var sector = new Galaxy(
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Settings.SectorGenerationSettings,
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Settings.SectorBackgroundSettings,
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Settings.NameGeneratorSettings,
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ActionGameManager.CultCache,
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Debug.Log,
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setState);
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Observable.NextFrame().Subscribe(_ =>
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{
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ActionGameManager.CurrentGalaxy = sector;
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SceneManager.LoadScene("ARPG");
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});
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}).ContinueWith(t => Debug.LogException(t.Exception), TaskContinuationOptions.OnlyOnFaulted);
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}
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else
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{
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int iteration = 1;
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do
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{
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Settings.TutorialBackgroundSettings.NoisePosition = Random.value * 1000;
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setState($"Finding Galaxy Position: iteration {iteration++}");
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} while (Settings.TutorialBackgroundSettings.CloudDensity(float2(0.5f)) < .5f);
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ActionGameManager.IsTutorial = true;
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Task.Run(() =>
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{
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var sector = new Galaxy(
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Settings.TutorialGenerationSettings,
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Settings.TutorialBackgroundSettings,
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Settings.NameGeneratorSettings,
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ActionGameManager.CultCache,
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ActionGameManager.PlayerSettings,
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ActionGameManager.GameDataDirectory.CreateSubdirectory("Narrative"),
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Debug.Log,
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setState);
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Observable.NextFrame().Subscribe(_ =>
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{
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ActionGameManager.CurrentGalaxy = sector;
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SceneManager.LoadScene("ARPG");
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});
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}).ContinueWith(t => Debug.LogException(t.Exception), TaskContinuationOptions.OnlyOnFaulted);
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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.AddField("Temperature Unit",
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() => (int) ActionGameManager.PlayerSettings.GameplaySettings.TemperatureUnit,
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i => ActionGameManager.PlayerSettings.GameplaySettings.TemperatureUnit = (TemperatureUnit) i,
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Enum.GetNames(typeof(TemperatureUnit)));
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_nextMenu.panel.AddField("Significant Digits",
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() => ActionGameManager.PlayerSettings.GameplaySettings.SignificantDigits,
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i => ActionGameManager.PlayerSettings.GameplaySettings.SignificantDigits = i);
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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.AddField("Nebula Quality",
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() => (int)ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality,
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i =>
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{
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ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality = (Quality)i;
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CloudRenderer.quality = ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality;
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},
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Enum.GetNames(typeof(Quality)));
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_nextMenu.panel.AddField("Show Asteroids in Minimap",
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() => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap,
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b => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap = b);
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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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