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Addressed CR feedback and implemented new Assets.

/main/staging/UI_Marketing_Assets
当前提交
cb671a01
共有 27 个文件被更改,包括 2948 次插入1601 次删除
  1. 12
      Assets/Art/Borders/roundInput.png.meta
  2. 28
      Assets/Art/Borders/roundRect.png
  3. 12
      Assets/Art/Borders/roundRect.png.meta
  4. 35
      Assets/Art/Icons/rename_icon.png
  5. 88
      Assets/Prefabs/UI/BackButtonBG.prefab
  6. 300
      Assets/Prefabs/UI/CreateContent.prefab
  7. 388
      Assets/Prefabs/UI/GameCanvas.prefab
  8. 723
      Assets/Prefabs/UI/JoinContent.prefab
  9. 240
      Assets/Prefabs/UI/JoinCreateCanvas.prefab
  10. 20
      Assets/Prefabs/UI/LobbyButtonUI.prefab
  11. 4
      Assets/Prefabs/UI/LobbyCodeCanvas.prefab
  12. 146
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  13. 52
      Assets/Prefabs/UI/LobbyUserList.prefab
  14. 174
      Assets/Prefabs/UI/MainMenuCanvas.prefab
  15. 628
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  16. 82
      Assets/Prefabs/UI/PopUpUI.prefab
  17. 18
      Assets/Prefabs/UI/RelayCodeCanvas.prefab
  18. 4
      Assets/Prefabs/UI/RenameCanvas.prefab
  19. 209
      Assets/Prefabs/UI/RenamePopup.prefab
  20. 10
      Assets/Prefabs/UI/SpinnerUI.prefab
  21. 68
      Assets/Prefabs/UI/UserCardPanel.prefab
  22. 318
      Assets/Scenes/mainScene.unity
  23. 5
      Assets/Scripts/UI/CreateMenuUI.cs
  24. 2
      Assets/Scripts/UI/JoinCreateLobbyUI.cs
  25. 6
      Assets/Scripts/UI/RecolorForLobbyType.cs
  26. 10
      Assets/Scripts/UI/UIPanelBase.cs
  27. 967
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset

12
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28
Assets/Art/Borders/roundRect.png

之前 之后
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12
Assets/Art/Borders/roundRect.png.meta


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35
Assets/Art/Icons/rename_icon.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 6.4 KiB

88
Assets/Prefabs/UI/BackButtonBG.prefab


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723
Assets/Prefabs/UI/JoinContent.prefab
文件差异内容过多而无法显示
查看文件

240
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文件差异内容过多而无法显示
查看文件

82
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5
Assets/Scripts/UI/CreateMenuUI.cs


[SerializeField]
LocalLobby m_ServerRequestData = new LocalLobby { LobbyName = "New Lobby", MaxPlayerCount = 4 };
public override void Start()
{
base.Start();
Hide();
}
public void SetServerName(string serverName)
{
m_ServerRequestData.LobbyName = serverName;

2
Assets/Scripts/UI/JoinCreateLobbyUI.cs


{
if (observed.State == GameState.JoinMenu)
{
Show();
Show(false);
}
else
{

6
Assets/Scripts/UI/RecolorForLobbyType.cs


[RequireComponent(typeof(LocalLobbyObserver))]
public class RecolorForLobbyType : MonoBehaviour
{
private static readonly Color s_orangeColor = new Color(0.75f, 0.5f, 0.1f);
private static readonly Color s_greenColor = new Color(0.5f, 1, 0.7f);
private static readonly Color s_blueColor = new Color(0.5f, 0.5f, 0.8f);
private static readonly Color s_orangeColor = new Color(1f, 0.7f, 0.25f);
private static readonly Color s_greenColor = new Color(0.1f, 1, 0.4f);
private static readonly Color s_blueColor = new Color(0.0f, 0.4f, 1f);
private static readonly Color[] s_colorsOrdered = new Color[] { new Color(0.8f, 0.8f, 0.8f, 0.5f), s_orangeColor, s_greenColor, s_blueColor };
[SerializeField]

10
Assets/Scripts/UI/UIPanelBase.cs


CanvasGroup m_canvasGroup;
List<UIPanelBase> m_uiPanelsInChildren = new List<UIPanelBase>(); // Otherwise, when this Shows/Hides, the children won't know to update their own visibility.
public void Start()
public virtual void Start()
{
var children = GetComponentsInChildren<UIPanelBase>(true); // Note that this won't detect children in GameObjects added during gameplay, if there were any.
foreach (var child in children)

Show();
}
Show(true);
}
public void Show(bool propagateToChildren)
{
if (!propagateToChildren)
return;
foreach (UIPanelBase child in m_uiPanelsInChildren)
child.m_onVisibilityChange?.Invoke(true);
}

967
Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset
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