浏览代码

Pause Screen

/main
uChema 4 年前
当前提交
78eac924
共有 27 个文件被更改,包括 2448 次插入585 次删除
  1. 9
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  2. 462
      UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab
  3. 4
      UOP1_Project/Assets/Prefabs/UI/Popup/Confirmation_Popup.prefab
  4. 504
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  5. 82
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  6. 22
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  7. 64
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  8. 20
      UOP1_Project/Assets/UI/UI Misc Shared Data.asset
  9. 20
      UOP1_Project/Assets/UI/UI Misc_en.asset
  10. 20
      UOP1_Project/Assets/UI/UI Misc_fr.asset
  11. 4
      UOP1_Project/UserSettings/EditorUserSettings.asset
  12. 1001
      UOP1_Project/Assets/Prefabs/UI/Pause_Screen.prefab
  13. 7
      UOP1_Project/Assets/Prefabs/UI/Pause_Screen.prefab.meta
  14. 367
      UOP1_Project/Assets/Prefabs/UI/UnpauseButton.prefab
  15. 7
      UOP1_Project/Assets/Prefabs/UI/UnpauseButton.prefab.meta
  16. 289
      UOP1_Project/Assets/Prefabs/UI/WIP/Credits_Panel.prefab
  17. 7
      UOP1_Project/Assets/Prefabs/UI/WIP/Credits_Panel.prefab.meta
  18. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/BackToMenuEvent.asset
  19. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/BackToMenuEvent.asset.meta
  20. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenSettingsEvent.asset
  21. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenSettingsEvent.asset.meta
  22. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/UnpauseEvent.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/UnpauseEvent.asset.meta
  24. 22
      UOP1_Project/Assets/UIButtonSetter.cs
  25. 11
      UOP1_Project/Assets/UIButtonSetter.cs.meta
  26. 31
      UOP1_Project/Assets/UIPauseScreenSetter.cs
  27. 11
      UOP1_Project/Assets/UIPauseScreenSetter.cs.meta

9
UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab


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462
UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab


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UOP1_Project/Assets/Scenes/Menus/MainMenu.unity


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22
UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
文件差异内容过多而无法显示
查看文件

64
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[SerializeField]
private UIInteractionManager _interactionPanel = default;
[SerializeField]
private GameObject _pausePanel = default;
[Header("Pause Screen")]
[SerializeField] private UIPauseScreenSetter _pauseScreen = default;
[Header("Pause Screen")]
[SerializeField] private UISettingManager _settingScreen = default;
[Header("Gameplay Components")]
[SerializeField]

[Header("Interaction Events")]
[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField] private InteractionUIEventChannelSO _setInteractionEvent = default;
[Header("Pause Events")]
[SerializeField] private VoidEventChannelSO _clickUnpauseEvent = default;
[SerializeField] private VoidEventChannelSO _clickBackToMenuEvent = default;
[Header("Setting Events")]
[SerializeField] private VoidEventChannelSO _openSettingEvent = default;
[SerializeField] private VoidEventChannelSO _closeSettingScreenEvent = default;
private void OnEnable()
{

_onSceneReady.OnEventRaised += ResetUI;
_inputReader.pauseEvent += OpenUIPause;
_clickUnpauseEvent.OnEventRaised += CloseUIPause;
_openSettingEvent.OnEventRaised += OpenSettingScreen;
_clickBackToMenuEvent.OnEventRaised += BackToMenu;
_closeSettingScreenEvent.OnEventRaised += CloseSettingScreen;
}
private void OnDestroy()

_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
_clickUnpauseEvent.OnEventRaised -= CloseUIPause;
_openSettingEvent.OnEventRaised -= OpenSettingScreen;
_clickBackToMenuEvent.OnEventRaised -= BackToMenu;
_closeSettingScreenEvent.OnEventRaised -= CloseSettingScreen;
void BackToMenu()
{
Debug.Log("Back to Menu ");
}
_pausePanel.SetActive(true);
_inputReader.pauseEvent -= OpenUIPause;
_inputReader.pauseEvent += CloseUIPause;
_inputReader.EnableMenuInput();
_pauseScreen.gameObject.SetActive(true);
_pauseScreen.SetPauseScreen();
_pausePanel.SetActive(false);
_inputReader.pauseEvent += OpenUIPause;
_inputReader.pauseEvent -= CloseUIPause;
_pauseScreen.gameObject.SetActive(false);
_inputReader.EnableGameplayInput();
}
void OpenSettingScreen()
{
CloseUIPause();
_inputReader.EnableMenuInput();
_inputReader.pauseEvent += CloseSettingScreen;
_settingScreen.gameObject.SetActive(true);
}
void CloseSettingScreen()
{
_inputReader.EnableGameplayInput();
_inputReader.pauseEvent -= CloseSettingScreen;
_settingScreen.gameObject.SetActive(false);
}
void ResetUI()

public void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
{
_dialogueController.gameObject.SetActive(false);
}

_interactionPanel.gameObject.SetActive(isOpenEvent);
}
}

20
UOP1_Project/Assets/UI/UI Misc Shared Data.asset


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20
UOP1_Project/Assets/UI/UI Misc_en.asset


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20
UOP1_Project/Assets/UI/UI Misc_fr.asset


m_Localized: Non
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m_Localized: Petite pause!
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4
UOP1_Project/UserSettings/EditorUserSettings.asset


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UOP1_Project/Assets/Prefabs/UI/Pause_Screen.prefab
文件差异内容过多而无法显示
查看文件

7
UOP1_Project/Assets/Prefabs/UI/Pause_Screen.prefab.meta


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UOP1_Project/Assets/ScriptableObjects/Events/UI/BackToMenuEvent.asset


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UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenSettingsEvent.asset


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UOP1_Project/Assets/ScriptableObjects/Events/UI/UnpauseEvent.asset


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UOP1_Project/Assets/UIButtonSetter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Components;
using UnityEngine.UI;
public class UIButtonSetter : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _buttonText = default;
[SerializeField] private Button _button = default;
private VoidEventChannelSO _buttonClickedEvent = default;
public void SetButton(VoidEventChannelSO buttonEvent, bool select)
{
_buttonClickedEvent = buttonEvent;
_button.onClick.RemoveAllListeners();
_button.onClick.AddListener(()=>{ Debug.Log("Button"); _buttonClickedEvent.RaiseEvent();});
if(select)
_button.Select();
}
}

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31
UOP1_Project/Assets/UIPauseScreenSetter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIPauseScreenSetter : MonoBehaviour
{
[SerializeField] private UIButtonSetter _unpauseButton = default;
[SerializeField] private UIButtonSetter _settingsButton = default;
[SerializeField] private UIButtonSetter _backToMenuButton = default;
[SerializeField] private Button _closeButton = default;
[SerializeField] private VoidEventChannelSO _clickUnpauseEvent = default;
[SerializeField] private VoidEventChannelSO _clickSettingsEvent = default;
[SerializeField] private VoidEventChannelSO _clickBackToMenuEvent = default;
[SerializeField] private InputReader _inputReader = default;
public void SetPauseScreen()
{
_inputReader.closePopupEvent += _clickUnpauseEvent.RaiseEvent;
_unpauseButton.SetButton(_clickUnpauseEvent, true);
_settingsButton.SetButton(_clickSettingsEvent, false);
_backToMenuButton.SetButton(_clickBackToMenuEvent, false);
}
}

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