using TMPro; using UnityEngine; namespace BoatAttack.UI { public class MainMenuHelper : MonoBehaviour { [Header("Level Selection")] public EnumSelector levelSelector; public EnumSelector lapSelector; public EnumSelector reverseSelector; [Header("Boat Selection")] public GameObject[] boatMeshes; public TextMeshProUGUI boatName; public EnumSelector boatHullSelector; public ColorSelector boatPrimaryColorSelector; public ColorSelector boatTrimColorSelector; private void OnEnable() { // level stuff levelSelector.updateVal += SetLevel; lapSelector.updateVal += SetLaps; reverseSelector.updateVal += SetReverse; // boat stuff boatHullSelector.updateVal += UpdateBoat; boatPrimaryColorSelector.updateVal += UpdatePrimaryColor; boatTrimColorSelector.updateVal += UpdateTrimColor; } private void SetupDefaults() { // level stuff SetLevel(levelSelector.CurrentOption); SetLaps(lapSelector.CurrentOption); SetReverse(reverseSelector.CurrentOption); // boat stuff SetSinglePlayerName(boatName.text); UpdateBoat(0); UpdateBoatColor(boatPrimaryColorSelector.CurrentOption, true); UpdateBoatColor(boatTrimColorSelector.CurrentOption, false); } private void UpdateBoat(int index) { RaceManager.SetHull(0, index); for (int i = 0; i < boatMeshes.Length; i++) { boatMeshes[i].SetActive(i == index); } } public void SetupSingleplayerGame() { RaceManager.SetGameType(RaceManager.GameType.Singleplayer); SetupDefaults(); } public void SetupSpectatorGame() { RaceManager.SetGameType(RaceManager.GameType.Spectator); SetupDefaults(); } private static void SetLevel(int index) { RaceManager.SetLevel(index); } private static void SetLaps(int index) { RaceManager.RaceData.laps = ConstantData.Laps[index]; } private static void SetReverse(int reverse) { RaceManager.RaceData.reversed = reverse == 1; } public void StartRace() { RaceManager.LoadGame(); } public void SetSinglePlayerName(string playerName) { RaceManager.RaceData.boats[0].boatName = playerName; } private void UpdatePrimaryColor(int index) { UpdateBoatColor(index, true); } private void UpdateTrimColor(int index) { UpdateBoatColor(index, false); } private void UpdateBoatColor(int index, bool primary) { // update racedata if (primary) { RaceManager.RaceData.boats[0].livery.primaryColor = ConstantData.GetPaletteColor(index); } else { RaceManager.RaceData.boats[0].livery.trimColor = ConstantData.GetPaletteColor(index); } // update menu boats foreach (var t in boatMeshes) { var renderers = t.GetComponentsInChildren(true); foreach (var rend in renderers) { rend.material.SetColor(primary ? "_Color1" : "_Color2", ConstantData.GetPaletteColor(index)); } } } } }