uChema
4 年前
当前提交
cf9b5d2c
共有 80 个文件被更改,包括 7111 次插入 和 182 次删除
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17UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled.png
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13UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftNormal.png
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14UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowRightNormal.png
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40UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc Shared Data.asset
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40UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_en.asset
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40UOP1_Project/Assets/LocalizationFiles/AssetTables/Inventory/InventoryMisc_fr.asset
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3UOP1_Project/Assets/Prefabs/Managers/CutsceneManager.prefab
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1UOP1_Project/Assets/Prefabs/Managers/DialogueManager.prefab
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2UOP1_Project/Assets/Prefabs/Managers/GameManager.prefab
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7UOP1_Project/Assets/Prefabs/Managers/UIManager.prefab
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974UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
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11UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
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18UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs
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16UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
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2UOP1_Project/Assets/Scripts/Input/GameInput.cs
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20UOP1_Project/Assets/Scripts/Quests/StepController.cs
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11UOP1_Project/Assets/Scripts/Quests/StepController.cs.meta
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63UOP1_Project/Assets/Scripts/UI/UIManager.cs
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2UOP1_Project/Assets/Settings/Input/GameInput.inputactions
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20UOP1_Project/UserSettings/EditorUserSettings.asset
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2UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png.meta
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2UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
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8UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png
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8UOP1_Project/Assets/Prefabs/UI/Settings.meta
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8UOP1_Project/Assets/Samples/Localization/0.11.1-preview.meta
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8UOP1_Project/Assets/ScriptableObjects/Gameplay.meta
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1UOP1_Project/Assets/Scripts/.DS_Store
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8UOP1_Project/Assets/Scripts/Gameplay.meta
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71UOP1_Project/Assets/UIPaginationFiller.cs
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11UOP1_Project/Assets/UIPaginationFiller.cs.meta
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132UOP1_Project/Assets/UISettingFieldsFiller.cs
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11UOP1_Project/Assets/UISettingFieldsFiller.cs.meta
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71UOP1_Project/Assets/UISettingItemFiller.cs
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11UOP1_Project/Assets/UISettingItemFiller.cs.meta
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104UOP1_Project/Assets/UISettingManager.cs
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11UOP1_Project/Assets/UISettingManager.cs.meta
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44UOP1_Project/Assets/UISettingTabFiller.cs
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11UOP1_Project/Assets/UISettingTabFiller.cs.meta
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25UOP1_Project/Assets/UISettingTabsFiller.cs
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11UOP1_Project/Assets/UISettingTabsFiller.cs.meta
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77UOP1_Project/Assets/Prefabs/UI/Settings/ImagePagination.prefab
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7UOP1_Project/Assets/Prefabs/UI/Settings/ImagePagination.prefab.meta
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852UOP1_Project/Assets/Prefabs/UI/Settings/Setting_Item.prefab
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7UOP1_Project/Assets/Prefabs/UI/Settings/Setting_Item.prefab.meta
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1001UOP1_Project/Assets/Prefabs/UI/Settings/Settings_Panel.prefab
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7UOP1_Project/Assets/Prefabs/UI/Settings/Settings_Panel.prefab.meta
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311UOP1_Project/Assets/Prefabs/UI/Settings/Tab_Item.prefab
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7UOP1_Project/Assets/Prefabs/UI/Settings/Tab_Item.prefab.meta
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8UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI).meta
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5UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/.sample.json
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1001UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - Dropdown.prefab
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7UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - Dropdown.prefab.meta
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639UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - List.prefab
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7UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Menu - List.prefab.meta
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797UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Selection UGUI.unity
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7UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Selection UGUI.unity.meta
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281UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Toggle.prefab
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7UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/Language Toggle.prefab.meta
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93UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs
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11UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIDropdown.cs.meta
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84UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs
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11UOP1_Project/Assets/Samples/Localization/0.11.1-preview/Language Selection Menu (UGUI)/LanguageSelectionMenuUGUIToggleList.cs.meta
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14UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset
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8UOP1_Project/Assets/ScriptableObjects/Gameplay/GameState.asset.meta
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38UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs
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35UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
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11UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs.meta
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17UOP1_Project/Assets/Art/UI/FinalUI/_Settings/BtnArrowLeftDisabled copy.png
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15UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset
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15UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenInventoryUIEvent.asset
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8UOP1_Project/Assets/ScriptableObjects/Events/UI/OpenInventoryUIEvent.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Events/UI/CloseInventoryUIEvent.asset.meta
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25UOP1_Project/Assets/Scripts/GameManager.cs
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0/UOP1_Project/Assets/Art/UI/FinalUI/BG_Unselected.png.meta
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0/UOP1_Project/Assets/Scripts/Gameplay/GameManager.cs.meta
974
UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
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2
UOP1_Project/Assets/Art/UI/FinalUI/.DS_Store
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fileFormatVersion: 2 |
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guid: 3dd094f84b5474fe3bcb72c1197e9db9 |
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folderAsset: yes |
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fileFormatVersion: 2 |
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folderAsset: yes |
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externalObjects: {} |
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fileFormatVersion: 2 |
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guid: 1725275e153e64ce8b2f15db2076445c |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
1
UOP1_Project/Assets/Scripts/.DS_Store
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文件差异内容过多而无法显示
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fileFormatVersion: 2 |
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guid: e32a67ba3109748c7bf95fbf03143234 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.UI; |
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public class UIPaginationFiller : MonoBehaviour |
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{ |
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[SerializeField] private Image _imagePaginationPrefab= default; |
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[SerializeField] private Transform _parentPagination = default; |
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[SerializeField] private Sprite _emptyPagination = default; |
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[SerializeField] private Sprite _filledPagination = default; |
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private List<Image> _instantiatedImages = default; |
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private void Start() |
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{ |
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_instantiatedImages = new List<Image>(); |
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} |
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public void SetPagination(int paginationCount, int selectedPaginationIndex) |
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{ |
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//instanciate pagination images from the prefab
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int maxCount = Mathf.Max(paginationCount, _instantiatedImages.Count); |
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Debug.Log(maxCount); |
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if (maxCount > 0) |
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{ |
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for (int i = 0; i < maxCount; i++) |
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{ |
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if (i >= _instantiatedImages.Count) |
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{ |
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Image instantiatedImage = Instantiate(_imagePaginationPrefab, _parentPagination); |
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_instantiatedImages.Add(instantiatedImage); |
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} |
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if (i < paginationCount) |
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{ |
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_instantiatedImages[i].gameObject.SetActive(true); |
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} |
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else |
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{ |
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_instantiatedImages[i].gameObject.SetActive(false); |
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} |
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} |
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SetCurrentPagination(selectedPaginationIndex); |
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} |
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} |
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public void SetCurrentPagination(int selectedPaginationIndex) |
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{ |
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if (_instantiatedImages.Count > selectedPaginationIndex) |
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for (int i = 0; i < _instantiatedImages.Count; i++) |
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{ |
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if (i == selectedPaginationIndex) |
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{ |
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_instantiatedImages[i].sprite = _filledPagination; |
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} |
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else |
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{ |
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_instantiatedImages[i].sprite = _emptyPagination; |
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} |
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} |
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else |
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Debug.LogError("Error in pagination number"); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 8decf51fce5024618bff0a4d68789bc1 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Localization; |
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using UnityEngine.Localization.Settings; |
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public class UISettingFieldsFiller : MonoBehaviour |
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{ |
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[SerializeField] |
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private UISettingItemFiller[] _settingfieldsList = default; |
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public void FillFields(List<settingField> settingItems) |
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{ |
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for (int i = 0; i < _settingfieldsList.Length; i++) |
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{ |
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if(i< settingItems.Count) |
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{ |
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SetField(settingItems[i], _settingfieldsList[i]); |
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_settingfieldsList[i].gameObject.SetActive(true); |
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} |
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else |
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{ |
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_settingfieldsList[i].gameObject.SetActive(false); |
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} |
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} |
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} |
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public void SelectFields(settingTabType tabType) |
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{ |
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} |
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public void SetField(settingField field, UISettingItemFiller uiField) |
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{ |
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int paginationCount=0; |
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int selectedPaginationIndex=0; |
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string selectedOption=default; |
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LocalizedString fieldTitle=field.title; |
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settingFieldType fieldType= field.settingFieldType; |
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switch (field.settingFieldType) |
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{ |
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case settingFieldType.Language: |
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paginationCount = LocalizationSettings.AvailableLocales.Locales.Count; |
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selectedPaginationIndex = LocalizationSettings.AvailableLocales.Locales.FindIndex(o => o == LocalizationSettings.SelectedLocale); |
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selectedOption = LocalizationSettings.SelectedLocale.LocaleName; |
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break; |
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case settingFieldType.AntiAliasing: |
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break; |
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case settingFieldType.FullScreen: |
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selectedPaginationIndex = IsFullscreen(); |
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paginationCount = 2; |
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if (Screen.fullScreen) |
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selectedOption = "On"; |
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else |
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selectedOption = "Off"; |
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break; |
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case settingFieldType.GraphicQuality: |
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selectedPaginationIndex = QualitySettings.GetQualityLevel(); |
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paginationCount = 6; |
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selectedOption = QualitySettings.names[QualitySettings.GetQualityLevel()]; |
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break; |
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case settingFieldType.Resolution: |
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break; |
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case settingFieldType.Shadow: |
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break; |
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case settingFieldType.Volume_Music: |
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case settingFieldType.Volume_SFx: |
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paginationCount = 10; |
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selectedPaginationIndex = 5; |
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selectedOption = "5"; |
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break; |
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} |
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uiField.SetSettingField(paginationCount, selectedPaginationIndex, selectedOption, fieldTitle, fieldType); |
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} |
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string GetQualityLevelTitle() |
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{ |
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string title = ""; |
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switch (QualitySettings.GetQualityLevel()) |
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{ |
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case (int) QualityLevel.Beautiful: |
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title = QualityLevel.Beautiful.ToString(); |
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break; |
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case (int)QualityLevel.Fantastic: |
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title = QualityLevel.Fantastic.ToString(); |
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break; |
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case (int)QualityLevel.Fast: |
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title = QualityLevel.Fast.ToString(); |
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break; |
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case (int)QualityLevel.Fastest: |
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title = QualityLevel.Fastest.ToString(); |
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break; |
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case (int)QualityLevel.Good: |
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title = QualityLevel.Good.ToString(); |
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break; |
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case (int)QualityLevel.Simple: |
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title = QualityLevel.Simple.ToString(); |
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break; |
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} |
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return title; |
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} |
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int IsFullscreen() |
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{ |
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if(Screen.fullScreen) |
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{ |
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return 0; |
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}else |
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{ |
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return 1; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: fedf681d458b04734b78cd7114b04b9b |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using TMPro; |
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using UnityEngine.Localization.Components; |
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using UnityEngine.Localization; |
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using UnityEngine.Events; |
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|
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public class UISettingItemFiller : MonoBehaviour |
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{ |
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[SerializeField] private UIPaginationFiller _pagination = default; |
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[SerializeField] private TextMeshProUGUI _currentSelectedOption = default; |
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[SerializeField] private Image _bg = default; |
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[SerializeField] private LocalizeStringEvent _title = default; |
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[SerializeField] private Color _colorSelected = default; |
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[SerializeField] private Color _colorUnselected = default; |
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[SerializeField] private Sprite _bgSelected = default; |
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[SerializeField] private Sprite _bgUnselected = default; |
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private settingFieldType _fieldType = default; |
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public event UnityAction _nextOption = delegate { }; |
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public event UnityAction _previousOption = delegate { }; |
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public void SetSettingField(int paginationCount, int selectedPaginationIndex, string selectedOption, LocalizedString fieldTitle, settingFieldType fieldType) |
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{ |
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_fieldType = fieldType; |
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_pagination.SetPagination(paginationCount, selectedPaginationIndex); |
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_currentSelectedOption.text = selectedOption; |
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_title.StringReference= fieldTitle; |
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} |
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public void SetSettingNewOption(int selectedPaginationIndex, string selectedOption) |
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{ |
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_pagination.SetCurrentPagination(selectedPaginationIndex); |
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_currentSelectedOption.text = selectedOption; |
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} |
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public void SelectItem() |
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{ |
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_bg.sprite = _bgSelected; |
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_title.GetComponent<TextMeshProUGUI>().color = _colorSelected; |
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_currentSelectedOption.color = _colorSelected; |
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} |
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public void UnselectItem() |
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{ |
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_bg.sprite = _bgUnselected; |
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_title.GetComponent<TextMeshProUGUI>().color = _colorUnselected; |
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_currentSelectedOption.color = _colorUnselected; |
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} |
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public void NextOption() |
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{ |
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_nextOption.Invoke(); |
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} |
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public void PreviousOption() |
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{ |
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_previousOption.Invoke(); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 02a6bc9a95af04bb2824645c3268e511 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Localization; |
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using UnityEngine.Serialization; |
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[System.Serializable] |
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public enum settingTabType |
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{ |
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Language, |
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Audio, |
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Graphics |
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} |
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[System.Serializable] |
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public enum settingFieldType |
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{ |
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Language, |
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Volume_SFx, |
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Volume_Music, |
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Resolution, |
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FullScreen, |
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GraphicQuality, |
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AntiAliasing, |
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Shadow, |
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} |
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[System.Serializable] |
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public class settingTab |
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{ |
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public settingTabType settingTabsType; |
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public LocalizedString title; |
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} |
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|
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[System.Serializable] |
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public class settingField |
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{ |
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public settingTabType settingTabsType; |
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public settingFieldType settingFieldType; |
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public LocalizedString title; |
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} |
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|
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public class UISettingManager : MonoBehaviour |
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{ |
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public List<settingTab> settingTabsList = new List<settingTab>(); |
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[SerializeField] |
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private UISettingTabsFiller _settingTabFiller = default; |
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[SerializeField] |
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private List<settingField> _settingFieldsList = default; |
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[SerializeField] |
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private UISettingFieldsFiller _settingFieldsFiller = default; |
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private void Start() |
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{ |
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SetTabs(); |
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SetFields(settingTabType.Graphics); |
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} |
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public void SetTabs() |
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{ |
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_settingTabFiller.FillTabs(settingTabsList); |
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} |
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public void SelectTab(settingTabType selectedTab) |
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{ |
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_settingTabFiller.SelectTab(selectedTab); |
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} |
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public void SetFields(settingTabType selectedTab) |
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{ |
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List<settingField> fields= _settingFieldsList.FindAll(o => o.settingTabsType == selectedTab); |
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_settingFieldsFiller.FillFields(fields); |
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} |
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public void SelectField() |
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{ |
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} |
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public void UnselectField() |
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{ |
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} |
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public void NextOption() |
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{ |
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} |
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public void PreviousOption() |
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{ |
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} |
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public void OpenValidateChoicesPrompt() |
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{ |
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} |
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public void ValidateChoices() |
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{ |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 5dfcb411221824db88112d62c7c9abaf |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Localization.Components; |
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using UnityEngine.UI; |
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using TMPro; |
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public class UISettingTabFiller : MonoBehaviour |
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{ |
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[SerializeField] private LocalizeStringEvent _localizedTabTitle; |
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[SerializeField] private Image _bgSelectedTab; |
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[SerializeField] private Color _colorSelectedTab; |
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[SerializeField] private Color _colorUnselectedTab; |
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|
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settingTabType _currentTabType; |
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public void SetTab(settingTab settingTab, bool isSelected) |
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{ |
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_localizedTabTitle.StringReference = settingTab.title; |
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_currentTabType = settingTab.settingTabsType; |
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if (isSelected) |
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{ SelectTab(); } |
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else |
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{ UnselectTab(); } |
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} |
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public void SetTab(settingTabType tabType) |
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{ |
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bool isSelected = (_currentTabType == tabType); |
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if (isSelected) |
|||
{ SelectTab(); } |
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else |
|||
{ UnselectTab(); } |
|||
} |
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void SelectTab() |
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{ |
|||
_bgSelectedTab.enabled=true; |
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_localizedTabTitle.GetComponent<TextMeshProUGUI>().color = _colorSelectedTab; |
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|
|||
} |
|||
void UnselectTab() |
|||
{ |
|||
_bgSelectedTab.enabled = false; |
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_localizedTabTitle.GetComponent<TextMeshProUGUI>().color = _colorUnselectedTab; |
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|
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} |
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} |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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|
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public class UISettingTabsFiller : MonoBehaviour |
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{ |
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[SerializeField] |
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private UISettingTabFiller [] _settingTabsList = default; |
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public void FillTabs(List<settingTab> settingTabs) |
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{ |
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for (int i = 0; i < settingTabs.Count; i++) |
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{ |
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_settingTabsList[i].SetTab(settingTabs[i], i == 0); |
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} |
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|
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} |
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public void SelectTab(settingTabType tabType) |
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{ |
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for (int i = 0; i < _settingTabsList.Length; i++) |
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{ |
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_settingTabsList[i].SetTab(tabType); |
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} |
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} |
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|
|||
using System.Collections.Generic; |
|||
using UnityEngine.Localization.Settings; |
|||
using UnityEngine.ResourceManagement.AsyncOperations; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace UnityEngine.Localization.Samples |
|||
{ |
|||
/// <summary>
|
|||
/// This example shows how a language selection menu can be implemented using UGUI.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Dropdown))] |
|||
public class LanguageSelectionMenuUGUIDropdown : MonoBehaviour |
|||
{ |
|||
Dropdown m_Dropdown; |
|||
AsyncOperationHandle m_InitializeOperation; |
|||
|
|||
void Start() |
|||
{ |
|||
// First we setup the dropdown component.
|
|||
m_Dropdown = GetComponent<Dropdown>(); |
|||
m_Dropdown.onValueChanged.AddListener(OnSelectionChanged); |
|||
|
|||
// Clear the options an add a loading message while we wait for the localization system to initialize.
|
|||
m_Dropdown.ClearOptions(); |
|||
m_Dropdown.options.Add(new Dropdown.OptionData("Loading...")); |
|||
m_Dropdown.interactable = false; |
|||
|
|||
// SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
|
|||
m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync; |
|||
if (m_InitializeOperation.IsDone) |
|||
{ |
|||
InitializeCompleted(m_InitializeOperation); |
|||
} |
|||
else |
|||
{ |
|||
m_InitializeOperation.Completed += InitializeCompleted; |
|||
} |
|||
} |
|||
|
|||
void InitializeCompleted(AsyncOperationHandle obj) |
|||
{ |
|||
// Create an option in the dropdown for each Locale
|
|||
var options = new List<string>(); |
|||
int selectedOption = 0; |
|||
var locales = LocalizationSettings.AvailableLocales.Locales; |
|||
for (int i = 0; i < locales.Count; ++i) |
|||
{ |
|||
var locale = locales[i]; |
|||
if (LocalizationSettings.SelectedLocale == locale) |
|||
selectedOption = i; |
|||
|
|||
var displayName = locales[i].Identifier.CultureInfo != null ? locales[i].Identifier.CultureInfo.NativeName : locales[i].ToString(); |
|||
options.Add(displayName); |
|||
} |
|||
|
|||
// If we have no Locales then something may have gone wrong.
|
|||
if (options.Count == 0) |
|||
{ |
|||
options.Add("No Locales Available"); |
|||
m_Dropdown.interactable = false; |
|||
} |
|||
else |
|||
{ |
|||
m_Dropdown.interactable = true; |
|||
} |
|||
|
|||
m_Dropdown.ClearOptions(); |
|||
m_Dropdown.AddOptions(options); |
|||
m_Dropdown.SetValueWithoutNotify(selectedOption); |
|||
|
|||
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged; |
|||
} |
|||
|
|||
void OnSelectionChanged(int index) |
|||
{ |
|||
// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
|
|||
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged; |
|||
|
|||
var locale = LocalizationSettings.AvailableLocales.Locales[index]; |
|||
LocalizationSettings.SelectedLocale = locale; |
|||
|
|||
// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
|
|||
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged; |
|||
} |
|||
|
|||
void LocalizationSettings_SelectedLocaleChanged(Locale locale) |
|||
{ |
|||
// We need to update the dropdown selection to match.
|
|||
var selectedIndex = LocalizationSettings.AvailableLocales.Locales.IndexOf(locale); |
|||
m_Dropdown.SetValueWithoutNotify(selectedIndex); |
|||
} |
|||
} |
|||
} |
|
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|
|||
using System.Collections.Generic; |
|||
using UnityEngine.Localization.Settings; |
|||
using UnityEngine.ResourceManagement.AsyncOperations; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace UnityEngine.Localization.Samples |
|||
{ |
|||
/// <summary>
|
|||
/// This example shows how a language selection menu can be implemented using UGUI toggles.
|
|||
/// </summary>
|
|||
public class LanguageSelectionMenuUGUIToggleList : MonoBehaviour |
|||
{ |
|||
public Transform container; |
|||
public GameObject languageTogglePrefab; |
|||
|
|||
AsyncOperationHandle m_InitializeOperation; |
|||
Dictionary<Locale, Toggle> m_Toggles = new Dictionary<Locale, Toggle>(); |
|||
ToggleGroup m_ToggleGroup; |
|||
|
|||
void Start() |
|||
{ |
|||
// SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
|
|||
m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync; |
|||
if (m_InitializeOperation.IsDone) |
|||
{ |
|||
InitializeCompleted(m_InitializeOperation); |
|||
} |
|||
else |
|||
{ |
|||
m_InitializeOperation.Completed += InitializeCompleted; |
|||
} |
|||
} |
|||
|
|||
void InitializeCompleted(AsyncOperationHandle obj) |
|||
{ |
|||
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged; |
|||
|
|||
// The toggle group will ensure that only 1 language is selected at a time.
|
|||
m_ToggleGroup = container.gameObject.AddComponent<ToggleGroup>(); |
|||
|
|||
// Create an option in the dropdown for each Locale
|
|||
var locales = LocalizationSettings.AvailableLocales.Locales; |
|||
for (int i = 0; i < locales.Count; ++i) |
|||
{ |
|||
var locale = locales[i]; |
|||
|
|||
var languageToggle = Instantiate(languageTogglePrefab, container); |
|||
languageToggle.name = locale.Identifier.CultureInfo != null ? locale.Identifier.CultureInfo.NativeName : locale.ToString(); |
|||
var label = languageToggle.GetComponentInChildren<Text>(); |
|||
label.text = languageToggle.name; |
|||
|
|||
var toggle = languageToggle.GetComponent<Toggle>(); |
|||
toggle.SetIsOnWithoutNotify(LocalizationSettings.SelectedLocale == locale); |
|||
|
|||
// We use a dictionary of the toggles so we can quickly update the selected locale if it is changed by another script.
|
|||
m_Toggles[locale] = toggle; |
|||
|
|||
toggle.onValueChanged.AddListener(val => |
|||
{ |
|||
if (val) |
|||
{ |
|||
// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
|
|||
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged; |
|||
|
|||
LocalizationSettings.SelectedLocale = locale; |
|||
|
|||
// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
|
|||
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged; |
|||
} |
|||
}); |
|||
|
|||
toggle.group = m_ToggleGroup; |
|||
} |
|||
} |
|||
|
|||
void LocalizationSettings_SelectedLocaleChanged(Locale locale) |
|||
{ |
|||
if (m_Toggles.TryGetValue(locale, out var toggle)) |
|||
{ |
|||
toggle.SetIsOnWithoutNotify(true); |
|||
} |
|||
} |
|||
} |
|||
} |
|
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class GameManager : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private QuestManagerSO _questManager = default; |
|||
|
|||
[SerializeField] |
|||
private GameStateSO _gameState = default; |
|||
[SerializeField] |
|||
private InputReader _inputReader = default; |
|||
|
|||
private void Start() |
|||
{ |
|||
StartGame(); |
|||
|
|||
_inputReader.pauseEvent += PauseGame; |
|||
|
|||
} |
|||
// Start is called before the first frame update
|
|||
void StartGame() |
|||
{ |
|||
_gameState.UpdateGameState(GameState.Gameplay); |
|||
_questManager.StartGame(); |
|||
} |
|||
public void PauseGame() |
|||
{ |
|||
_gameState.UpdateGameState(GameState.Pause); |
|||
} |
|||
public void UnauseGame() |
|||
{ |
|||
_gameState.ResetToPreviousGameState(); |
|||
} |
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
public enum GameState |
|||
{ |
|||
Gameplay,// regular state: player moves, attacks, can perform actions
|
|||
Pause,// pause menu is opened, the whole game world is frozen
|
|||
Inventory, //when inventory UI or cooking UI are open
|
|||
Dialogue, |
|||
Cutscene, |
|||
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
|
|||
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
|
|||
|
|||
} |
|||
|
|||
//[CreateAssetMenu(fileName = "GameState", menuName = "Gameplay/GameState", order = 51)]
|
|||
public class GameStateSO : ScriptableObject |
|||
{ |
|||
private GameState _currentGameState = default; |
|||
private GameState _previousGameState = default; |
|||
public GameState CurrentGameState => CurrentGameState; |
|||
|
|||
public void UpdateGameState( GameState newGameState) |
|||
{ |
|||
_previousGameState = _currentGameState; |
|||
_currentGameState = newGameState; |
|||
|
|||
} |
|||
public void ResetToPreviousGameState() |
|||
{ |
|||
_currentGameState = _previousGameState; |
|||
|
|||
} |
|||
|
|||
} |
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class GameManager : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private QuestManagerSO _questManager = default; |
|||
private void Start() |
|||
{ |
|||
StartGame(); |
|||
} |
|||
// Start is called before the first frame update
|
|||
void StartGame() |
|||
{ |
|||
_questManager.StartGame(); |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
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