浏览代码

Add UI to Main Menu + Add Popup + Working on Settings

/main
uChema 4 年前
当前提交
b52c1a1f
共有 75 个文件被更改,包括 4877 次插入1899 次删除
  1. 4
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
  2. 5
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-String-Tables-English (en).asset
  3. 5
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-String-Tables-French (fr).asset
  4. 5
      UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-String-Tables-Italian (it).asset
  5. 4
      UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
  6. 5
      UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
  7. 4
      UOP1_Project/Assets/Prefabs/UI/ButtonMenu.prefab
  8. 1
      UOP1_Project/Assets/Prefabs/UI/IngredientTypeTab.prefab
  9. 23
      UOP1_Project/Assets/Prefabs/UI/InventoryScreen.prefab
  10. 1
      UOP1_Project/Assets/Prefabs/UI/Settings/Settings_Panel.prefab
  11. 799
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  12. 992
      UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
  13. 4
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
  14. 4
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
  15. 4
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
  16. 6
      UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
  17. 40
      UOP1_Project/Assets/Scripts/Input/GameInput.cs
  18. 9
      UOP1_Project/Assets/Scripts/Input/InputReader.cs
  19. 79
      UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs
  20. 7
      UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
  21. 8
      UOP1_Project/Assets/Scripts/UI/UIManager.cs
  22. 30
      UOP1_Project/Assets/Settings/Input/GameInput.inputactions
  23. 24
      UOP1_Project/Assets/UISettingFieldsFiller.cs
  24. 4
      UOP1_Project/Assets/UISettingItemFiller.cs
  25. 22
      UOP1_Project/Assets/UISettingManager.cs
  26. 4
      UOP1_Project/Assets/UISettingTabFiller.cs
  27. 2
      UOP1_Project/Assets/UISettingTabsFiller.cs
  28. 18
      UOP1_Project/UserSettings/EditorUserSettings.asset
  29. 1
      UOP1_Project/Assets/.DS_Store
  30. 1
      UOP1_Project/Assets/LocalizationFiles/.DS_Store
  31. 1001
      UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab
  32. 7
      UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab.meta
  33. 8
      UOP1_Project/Assets/Prefabs/UI/Popup.meta
  34. 451
      UOP1_Project/Assets/Scenes/WIP/UI Integration.unity
  35. 8
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu.meta
  36. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ButtonPopupEvent.asset
  37. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ButtonPopupEvent.asset.meta
  38. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryEvent.asset
  39. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryEvent.asset.meta
  40. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ClosePopupEvent.asset
  41. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ClosePopupEvent.asset.meta
  42. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ConfirmPopupEvent.asset
  43. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/ConfirmPopupEvent.asset.meta
  44. 8
      UOP1_Project/Assets/UI.meta
  45. 171
      UOP1_Project/Assets/UIMenuManager.cs
  46. 11
      UOP1_Project/Assets/UIMenuManager.cs.meta
  47. 34
      UOP1_Project/Assets/UIPopupButtonSetter.cs
  48. 11
      UOP1_Project/Assets/UIPopupButtonSetter.cs.meta
  49. 126
      UOP1_Project/Assets/UIPopupSetter.cs
  50. 11
      UOP1_Project/Assets/UIPopupSetter.cs.meta
  51. 1001
      UOP1_Project/Assets/Prefabs/UI/Popup/Confirmation_Popup.prefab
  52. 7
      UOP1_Project/Assets/Prefabs/UI/Popup/Confirmation_Popup.prefab.meta
  53. 369
      UOP1_Project/Assets/Prefabs/UI/Popup/PopupButton.prefab
  54. 7
      UOP1_Project/Assets/Prefabs/UI/Popup/PopupButton.prefab.meta
  55. 14
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/ConfirmPopupEvent.asset
  56. 8
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/ConfirmPopupEvent.asset.meta
  57. 15
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/ContinueGameEvent.asset
  58. 8
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/ContinueGameEvent.asset.meta
  59. 15
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/StartNewGame.asset
  60. 8
      UOP1_Project/Assets/ScriptableObjects/Events/MainMenu/StartNewGame.asset.meta
  61. 64
      UOP1_Project/Assets/UI/UI Misc Shared Data.asset
  62. 8
      UOP1_Project/Assets/UI/UI Misc Shared Data.asset.meta
  63. 23
      UOP1_Project/Assets/UI/UI Misc.asset
  64. 8
      UOP1_Project/Assets/UI/UI Misc.asset.meta
  65. 61
      UOP1_Project/Assets/UI/UI Misc_en.asset
  66. 8
      UOP1_Project/Assets/UI/UI Misc_en.asset.meta
  67. 59
      UOP1_Project/Assets/UI/UI Misc_fr.asset
  68. 8
      UOP1_Project/Assets/UI/UI Misc_fr.asset.meta
  69. 22
      UOP1_Project/Assets/UI/UI Misc_it.asset
  70. 8
      UOP1_Project/Assets/UI/UI Misc_it.asset.meta
  71. 1001
      UOP1_Project/Assets/Scenes/UI Integration.unity
  72. 0
      /UOP1_Project/Assets/Scenes/WIP/UI Integration.unity.meta

4
UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset


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UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-String-Tables-French (fr).asset


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4
UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
文件差异内容过多而无法显示
查看文件

5
UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab


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value: InventoryScreen
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992
UOP1_Project/Assets/Scenes/Menus/MainMenu.unity
文件差异内容过多而无法显示
查看文件

4
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset


m_TableReference:
m_TableCollectionName: GUID:4ac9e5091d0514d5c91eeeb5d5fb852e
m_TableEntryReference:
m_KeyId: 9515819008
m_KeyId: 40314593280
m_Key:
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m_KeyId: 40314593280
m_KeyId: 9515819008
m_Key:
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4
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset


m_TableReference:
m_TableCollectionName: GUID:4ac9e5091d0514d5c91eeeb5d5fb852e
m_TableEntryReference:
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m_Key:
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m_Key:
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4
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset


m_TableReference:
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m_TableEntryReference:
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m_KeyId: 5159170121654272
m_Key:
m_FallbackState: 0
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m_KeyId: 5159170121654272
m_KeyId: 19204661248
m_Key:
m_FallbackState: 0
_typeColor: {r: 0.7564373, g: 0.7028302, b: 1, a: 1}

6
UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset


m_EditorClassIdentifier:
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m_TableReference:
m_TableCollectionName: GUID:4ac9e5091d0514d5c91eeeb5d5fb852e
m_TableCollectionName:
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m_TableEntryReference:
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m_Key:

40
UOP1_Project/Assets/Scripts/Input/GameInput.cs


""interactions"": """"
},
{
""name"": ""ClosePopupEvent"",
""type"": ""Button"",
""id"": ""efe86ed9-53ac-4a9f-8894-0936a1bc3319"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""ChangeTab"",
""type"": ""Button"",
""id"": ""abff37db-1fb3-4f26-bceb-8ecdfc99fdef"",

""action"": ""InventoryActionButton"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""8de239c2-a886-4c69-8890-06ba68d86a9a"",
""path"": ""<Gamepad>/buttonEast"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ClosePopupEvent"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""fb9d51ec-83a8-43f2-ae0c-2872920cbbc9"",
""path"": ""<Keyboard>/escape"",
""interactions"": """",
""processors"": """",
""groups"": ""KeyboardOrGamepad"",
""action"": ""ClosePopupEvent"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},

m_Menus_Cancel = m_Menus.FindAction("Cancel", throwIfNotFound: true);
m_Menus_MouseMove = m_Menus.FindAction("MouseMove", throwIfNotFound: true);
m_Menus_Unpause = m_Menus.FindAction("Unpause", throwIfNotFound: true);
m_Menus_ClosePopupEvent = m_Menus.FindAction("ClosePopupEvent", throwIfNotFound: true);
m_Menus_ChangeTab = m_Menus.FindAction("ChangeTab", throwIfNotFound: true);
m_Menus_InventoryActionButton = m_Menus.FindAction("InventoryActionButton", throwIfNotFound: true);
// Dialogues

private readonly InputAction m_Menus_Cancel;
private readonly InputAction m_Menus_MouseMove;
private readonly InputAction m_Menus_Unpause;
private readonly InputAction m_Menus_ClosePopupEvent;
private readonly InputAction m_Menus_ChangeTab;
private readonly InputAction m_Menus_InventoryActionButton;
public struct MenusActions

public InputAction @Cancel => m_Wrapper.m_Menus_Cancel;
public InputAction @MouseMove => m_Wrapper.m_Menus_MouseMove;
public InputAction @Unpause => m_Wrapper.m_Menus_Unpause;
public InputAction @ClosePopupEvent => m_Wrapper.m_Menus_ClosePopupEvent;
public InputAction @ChangeTab => m_Wrapper.m_Menus_ChangeTab;
public InputAction @InventoryActionButton => m_Wrapper.m_Menus_InventoryActionButton;
public InputActionMap Get() { return m_Wrapper.m_Menus; }

@Unpause.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@Unpause.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnUnpause;
@ClosePopupEvent.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnClosePopupEvent;
@ClosePopupEvent.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnClosePopupEvent;
@ClosePopupEvent.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnClosePopupEvent;
@ChangeTab.started -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;
@ChangeTab.performed -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;
@ChangeTab.canceled -= m_Wrapper.m_MenusActionsCallbackInterface.OnChangeTab;

@Unpause.started += instance.OnUnpause;
@Unpause.performed += instance.OnUnpause;
@Unpause.canceled += instance.OnUnpause;
@ClosePopupEvent.started += instance.OnClosePopupEvent;
@ClosePopupEvent.performed += instance.OnClosePopupEvent;
@ClosePopupEvent.canceled += instance.OnClosePopupEvent;
@ChangeTab.started += instance.OnChangeTab;
@ChangeTab.performed += instance.OnChangeTab;
@ChangeTab.canceled += instance.OnChangeTab;

void OnCancel(InputAction.CallbackContext context);
void OnMouseMove(InputAction.CallbackContext context);
void OnUnpause(InputAction.CallbackContext context);
void OnClosePopupEvent(InputAction.CallbackContext context);
void OnChangeTab(InputAction.CallbackContext context);
void OnInventoryActionButton(InputAction.CallbackContext context);
}

9
UOP1_Project/Assets/Scripts/Input/InputReader.cs


public event UnityAction menuCancelEvent = delegate { };
public event UnityAction menuUnpauseEvent = delegate { };
public event UnityAction closePopupEvent = delegate { };
public event UnityAction<float> menuSwitchTab = delegate { };

{
if (context.phase == InputActionPhase.Performed)
interactEvent.Invoke();
}
public void OnClosePopupEvent(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
closePopupEvent.Invoke();
}
public void OnJump(InputAction.CallbackContext context)

79
UOP1_Project/Assets/Scripts/SceneManagement/StartGame.cs


using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
{
public LoadEventChannelSO onPlayButtonPress;
public GameSceneSO locationsToLoad;
public bool showLoadScreen;
public SaveSystem saveSystem;
public Text startText;
public Button resetSaveDataButton;
{
[SerializeField]
private GameSceneSO _locationsToLoad;
[SerializeField]
private bool _showLoadScreen = default;
[SerializeField]
private SaveSystem _saveSystem = default ;
[Header("Broadcasting on ")]
[SerializeField]
private LoadEventChannelSO _startGameEvent = default;
[Header("Listening to")]
[SerializeField]
private VoidEventChannelSO _startNewGameEvent = default;
[SerializeField]
private VoidEventChannelSO _continueGameEvent = default;
_hasSaveData = saveSystem.LoadSaveDataFromDisk();
if (_hasSaveData)
{
startText.text = "Continue";
resetSaveDataButton.gameObject.SetActive(true);
}
else
{
resetSaveDataButton.gameObject.SetActive(false);
}
_hasSaveData = _saveSystem.LoadSaveDataFromDisk();
_startNewGameEvent.OnEventRaised += StartNewGame;
_continueGameEvent.OnEventRaised += ContinuePreviousGame;
}
void StartNewGame()
{
_hasSaveData = false;
_saveSystem.WriteEmptySaveFile();
//Start new game
_startGameEvent.RaiseEvent(_locationsToLoad, _showLoadScreen);
public void OnPlayButtonPress()
void ContinuePreviousGame()
if (!_hasSaveData)
{
saveSystem.WriteEmptySaveFile();
//Start new game
onPlayButtonPress.RaiseEvent(locationsToLoad, showLoadScreen);
}
else
{
//Load Game
StartCoroutine(LoadSaveGame());
}
StartCoroutine(LoadSaveGame());
public void OnResetSaveDataPress()
void OnResetSaveDataPress()
startText.text = "Play";
resetSaveDataButton.gameObject.SetActive(false);
public IEnumerator LoadSaveGame()
IEnumerator LoadSaveGame()
yield return StartCoroutine(saveSystem.LoadSavedInventory());
yield return StartCoroutine(_saveSystem.LoadSavedInventory());
var locationGuid = saveSystem.saveData._locationId;
var locationGuid = _saveSystem.saveData._locationId;
onPlayButtonPress.RaiseEvent(locationSO, showLoadScreen);
_startGameEvent.RaiseEvent(locationSO, _showLoadScreen);
}
}
}

7
UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs


[SerializeField] private Color _selectedIconColor = default;
[SerializeField] private Color _deselectedIconColor = default;
[SerializeField] private TabEventChannelSO _changeTabEvent = default;
public void fillTab(InventoryTabType tabType, bool isSelected)
{

_tabImage.color = _deselectedIconColor;
}
/* _actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(() => changeTabEvent.RaiseEvent(tabType));*/
_actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(() => _changeTabEvent.RaiseEvent(tabType));
}
}

8
UOP1_Project/Assets/Scripts/UI/UIManager.cs


[Header("Dialogue Events")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _closeUIInventoryEvent = default;
[Header("Inventory Events")]
[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;

_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
_closeUIInventoryEvent.OnEventRaised -= CloseInventoryScreen;
_openInventoryScreenForCookingEvent.OnEventRaised -= SetInventoryScreenForCooking;
_inputReader.openInventoryEvent -= SetInventoryScreen;

_inputReader.pauseEvent -= OpenUIPause;
_inputReader.menuUnpauseEvent -= CloseUIPause;
_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;

}
public void CloseInventoryScreen()
void CloseInventoryScreen()
{
_inventoryPanel.gameObject.SetActive(false);

30
UOP1_Project/Assets/Settings/Input/GameInput.inputactions


"interactions": ""
},
{
"name": "ClosePopupEvent",
"type": "Button",
"id": "efe86ed9-53ac-4a9f-8894-0936a1bc3319",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
},
{
"name": "ChangeTab",
"type": "Button",
"id": "abff37db-1fb3-4f26-bceb-8ecdfc99fdef",

"processors": "",
"groups": "KeyboardOrGamepad",
"action": "InventoryActionButton",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "8de239c2-a886-4c69-8890-06ba68d86a9a",
"path": "<Gamepad>/buttonEast",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",
"action": "ClosePopupEvent",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "fb9d51ec-83a8-43f2-ae0c-2872920cbbc9",
"path": "<Keyboard>/escape",
"interactions": "",
"processors": "",
"groups": "KeyboardOrGamepad",
"action": "ClosePopupEvent",
"isComposite": false,
"isPartOfComposite": false
}

24
UOP1_Project/Assets/UISettingFieldsFiller.cs


{
[SerializeField]
private UISettingItemFiller[] _settingfieldsList = default;
public void FillFields(List<settingField> settingItems)
public void FillFields(List<SettingField> settingItems)
{
for (int i = 0; i < _settingfieldsList.Length; i++)
{

}
}
public void SelectFields(settingTabType tabType)
public void SelectFields(SettingTabType tabType)
public void SetField(settingField field, UISettingItemFiller uiField)
public void SetField(SettingField field, UISettingItemFiller uiField)
settingFieldType fieldType= field.settingFieldType;
SettingFieldType fieldType= field.settingFieldType;
case settingFieldType.Language:
case SettingFieldType.Language:
case settingFieldType.AntiAliasing:
case SettingFieldType.AntiAliasing:
case settingFieldType.FullScreen:
case SettingFieldType.FullScreen:
selectedPaginationIndex = IsFullscreen();
paginationCount = 2;
if (Screen.fullScreen)

break;
case settingFieldType.GraphicQuality:
case SettingFieldType.GraphicQuality:
case settingFieldType.Resolution:
case SettingFieldType.Resolution:
case settingFieldType.Shadow:
case SettingFieldType.Shadow:
case settingFieldType.Volume_Music:
case settingFieldType.Volume_SFx:
case SettingFieldType.Volume_Music:
case SettingFieldType.Volume_SFx:
paginationCount = 10;
selectedPaginationIndex = 5;
selectedOption = "5";

4
UOP1_Project/Assets/UISettingItemFiller.cs


[SerializeField] private Sprite _bgSelected = default;
[SerializeField] private Sprite _bgUnselected = default;
private settingFieldType _fieldType = default;
private SettingFieldType _fieldType = default;
public void SetSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, settingFieldType fieldType)
public void SetSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, SettingFieldType fieldType)
{
_fieldType = fieldType;
_pagination.SetPagination(paginationCount, selectedPaginationIndex);

22
UOP1_Project/Assets/UISettingManager.cs


using UnityEngine.Localization;
using UnityEngine.Serialization;
[System.Serializable]
public enum settingTabType
public enum SettingTabType
{
Language,
Audio,

[System.Serializable]
public enum settingFieldType
public enum SettingFieldType
{
Language,
Volume_SFx,

[System.Serializable]
public class settingTab
{
public settingTabType settingTabsType;
public SettingTabType settingTabsType;
public class settingField
public class SettingField
public settingTabType settingTabsType;
public settingFieldType settingFieldType;
public SettingTabType settingTabsType;
public SettingFieldType settingFieldType;
public LocalizedString title;
}

[SerializeField]
private UISettingTabsFiller _settingTabFiller = default;
[SerializeField]
private List<settingField> _settingFieldsList = default;
private List<SettingField> _settingFieldsList = default;
SetFields(settingTabType.Graphics);
SetFields(SettingTabType.Graphics);
}
public void SetTabs()

public void SelectTab(settingTabType selectedTab)
public void SelectTab(SettingTabType selectedTab)
public void SetFields(settingTabType selectedTab)
public void SetFields(SettingTabType selectedTab)
List<settingField> fields= _settingFieldsList.FindAll(o => o.settingTabsType == selectedTab);
List<SettingField> fields= _settingFieldsList.FindAll(o => o.settingTabsType == selectedTab);
_settingFieldsFiller.FillFields(fields);

4
UOP1_Project/Assets/UISettingTabFiller.cs


[SerializeField] private Color _colorSelectedTab;
[SerializeField] private Color _colorUnselectedTab;
settingTabType _currentTabType;
SettingTabType _currentTabType;
public void SetTab(settingTab settingTab, bool isSelected)
{
_localizedTabTitle.StringReference = settingTab.title;

else
{ UnselectTab(); }
}
public void SetTab(settingTabType tabType)
public void SetTab(SettingTabType tabType)
{
bool isSelected = (_currentTabType == tabType);
if (isSelected)

2
UOP1_Project/Assets/UISettingTabsFiller.cs


}
}
public void SelectTab(settingTabType tabType)
public void SelectTab(SettingTabType tabType)
{
for (int i = 0; i < _settingTabsList.Length; i++)
{

18
UOP1_Project/UserSettings/EditorUserSettings.asset


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1
UOP1_Project/Assets/.DS_Store
文件差异内容过多而无法显示
查看文件

1
UOP1_Project/Assets/LocalizationFiles/.DS_Store
文件差异内容过多而无法显示
查看文件

1001
UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab
文件差异内容过多而无法显示
查看文件

7
UOP1_Project/Assets/Prefabs/UI/Canvas-MainMenu.prefab.meta


fileFormatVersion: 2
guid: 88498729c08b74b588c91db70fc55665
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8
UOP1_Project/Assets/Prefabs/UI/Popup.meta


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UOP1_Project/Assets/UIMenuManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIMenuManager : MonoBehaviour
{
[SerializeField] private UIPopupSetter _popupPanel = default;
[SerializeField] private GameObject _settingsPanel = default;
[SerializeField] private GameObject _creditsPanel = default;
[SerializeField] private GameObject _mainMenuPanel = default;
[SerializeField] private Button _continueButton = default;
[SerializeField] private Button _NewGameButton = default;
[SerializeField] private SaveSystem _saveSystem = default;
[Header("Broadcasting on")]
[SerializeField]
private VoidEventChannelSO _startNewGameEvent = default;
[SerializeField]
private VoidEventChannelSO _continueGameEvent = default;
[Header("Listening to")]
[SerializeField]
private VoidEventChannelSO _closePopupEvent = default;
[SerializeField]
private BoolEventChannelSO _confirmPopupEvent = default;
[SerializeField]
private VoidEventChannelSO _onGameExitEvent = default;
private bool _hasSaveData;
[SerializeField] private InputReader _inputReader = default;
private void Start()
{
_inputReader.EnableMenuInput();
_closePopupEvent.OnEventRaised += HidePopup;
SetMenuScreen();
}
void SetMenuScreen()
{
_hasSaveData = _saveSystem.LoadSaveDataFromDisk();
_continueButton.interactable = _hasSaveData;
if(_hasSaveData)
{
_continueButton.Select();
}
else
{ _NewGameButton.Select(); }
}
public void ButtonContinueGameClicked()
{
_continueGameEvent.RaiseEvent();
}
public void ButtonStartNewGameClicked()
{
if(!_hasSaveData)
{
ConfirmStartNewGame();
}
else
{
ShowStartNewGameConfirmationPopup();
}
}
void ConfirmStartNewGame()
{
_startNewGameEvent.RaiseEvent();
}
void ShowStartNewGameConfirmationPopup()
{
_confirmPopupEvent.OnEventRaised += StartNewGamePopupResponse;
_popupPanel.gameObject.SetActive(true);
_popupPanel.SetPopup(PopupType.NewGame);
}
void StartNewGamePopupResponse(bool startNewGameConfirmed)
{
_confirmPopupEvent.OnEventRaised -= StartNewGamePopupResponse;
_popupPanel.gameObject.SetActive(false);
if(startNewGameConfirmed)
{
ConfirmStartNewGame();
}
else
{
_continueGameEvent.RaiseEvent();
}
SetMenuScreen();
}
void HidePopup()
{
_popupPanel.gameObject.SetActive(false);
SetMenuScreen();
}
public void OpenSettingsScreen()
{
_settingsPanel.SetActive(true);
}
public void CloseSettingsScreen()
{
_settingsPanel.SetActive(false);
SetMenuScreen();
}
public void OpenCreditsScreen()
{
_creditsPanel.SetActive(true);
}
public void CloseCreditsScreen()
{
_creditsPanel.SetActive(false);
SetMenuScreen();
}
public void ShowQuitPopup()
{
_popupPanel.gameObject.SetActive(true);
_popupPanel.SetPopup(PopupType.Quit);
_confirmPopupEvent.OnEventRaised += HideQuitPopup;
}
void HideQuitPopup(bool quitConfirmed)
{
_confirmPopupEvent.OnEventRaised -= HideQuitPopup;
_popupPanel.gameObject.SetActive(false);
if(quitConfirmed)
{
Application.Quit();
_onGameExitEvent.OnEventRaised();
}
SetMenuScreen();
}
private void OnDestroy()
{
_confirmPopupEvent.OnEventRaised -= HideQuitPopup;
_confirmPopupEvent.OnEventRaised -= StartNewGamePopupResponse;
}
}

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34
UOP1_Project/Assets/UIPopupButtonSetter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Localization.Components;
using UnityEngine.Localization.Tables;
public class UIPopupButtonSetter : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _buttonText = default;
[SerializeField] private Button _button = default;
PopupButtonType _currentType = default;
[SerializeField]
private IntEventChannelSO _buttonClickedEvent = default;
public void SetButton(PopupButtonType _type, PopupType popupType)
{
_currentType = _type;
_buttonText.StringReference.TableEntryReference = _currentType.ToString() + "_"+ popupType.ToString();
}
public void SelectButton()
{
_button.Select();
}
public void ButtonClicked()
{
int idType = (int)_currentType;
Debug.Log(idType);
_buttonClickedEvent.RaiseEvent(idType);
}
}

11
UOP1_Project/Assets/UIPopupButtonSetter.cs.meta


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126
UOP1_Project/Assets/UIPopupSetter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Components;
using UnityEngine.UI;
using UnityEngine.Localization;
public enum PopupButtonType{
Confirm,
Cancel,
Close,
DoNothing,
}
public enum PopupType
{
Quit,
NewGame,
}
public class UIPopupSetter : MonoBehaviour
{
[SerializeField] private LocalizeStringEvent _titleText = default;
[SerializeField] private LocalizeStringEvent _descriptionText = default;
[SerializeField] private Button _buttonClose = default;
[SerializeField] private UIPopupButtonSetter _popupButton1 = default;
[SerializeField] private UIPopupButtonSetter _popupButton2 = default;
[SerializeField] private InputReader _inputReader = default;
PopupType actualType;
[SerializeField]
private IntEventChannelSO _buttonClickedEvent=default;
[SerializeField]
private VoidEventChannelSO _closePopupEvent = default;
[SerializeField]
private BoolEventChannelSO _confirmPopupEvent = default;
private void Start()
{
_buttonClose.onClick.RemoveAllListeners();
_buttonClose.onClick.AddListener(() => { ButtonClicked((int)PopupButtonType.Close); });
_buttonClickedEvent.OnEventRaised += ButtonClicked;
}
public void SetPopup(PopupType popupType)
{
actualType = popupType;
bool isConfirmation = false;
bool hasExitButton = false;
_titleText.StringReference.TableEntryReference = actualType.ToString() + "_Popup_Title";
_descriptionText.StringReference.TableEntryReference = actualType.ToString() + "_Popup_Description";
switch (actualType)
{
case PopupType.NewGame:
isConfirmation = true;
_popupButton1.SetButton(PopupButtonType.Confirm, actualType);
_popupButton2.SetButton(PopupButtonType.Cancel, actualType);
hasExitButton = true;
break;
case PopupType.Quit:
isConfirmation = true;
_popupButton1.SetButton(PopupButtonType.Confirm, actualType);
_popupButton2.SetButton(PopupButtonType.Cancel, actualType);
hasExitButton = false;
break;
default:
isConfirmation = false;
hasExitButton = false;
break;
}
if(isConfirmation) // needs two button : Is a decision
{
_popupButton1.gameObject.SetActive(true);
_popupButton2.gameObject.SetActive(true);
_popupButton1.SelectButton();
}
else // needs only one button : Is an information
{
_popupButton1.gameObject.SetActive(true);
_popupButton2.gameObject.SetActive(false);
_popupButton1.SelectButton();
}
_buttonClose.gameObject.SetActive(hasExitButton);
if (hasExitButton) // can exit : Has to take the decision or aknowledge the information
{
_inputReader.closePopupEvent += _closePopupEvent.RaiseEvent;
}
}
public void ButtonClicked(int buttonTypeIndex)
{
PopupButtonType popupButtonType = (PopupButtonType)buttonTypeIndex;
switch (popupButtonType)
{
case PopupButtonType.Cancel:
_confirmPopupEvent.RaiseEvent(false);
break;
case PopupButtonType.Close:
_closePopupEvent.RaiseEvent();
break;
case PopupButtonType.Confirm:
_confirmPopupEvent.RaiseEvent(true);
break;
default:
Debug.Log("Default");
break;
}
}
}

11
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UOP1_Project/Assets/Prefabs/UI/Popup/Confirmation_Popup.prefab
文件差异内容过多而无法显示
查看文件

7
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