game: format scripts
This commit is contained in:
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@ -8,39 +8,15 @@
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using UnityEngine;
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/// <summary>
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/// singleton class for handling audio in the game
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/// singleton class for handling audio in the game
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/// </summary>
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public class AudioManager : MonoBehaviour
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{
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// </summary>
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public static AudioManager Instance;
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/// <summary>
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/// function to set don't destroy on load and check for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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// set this instance as the singleton instance
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Instance = this;
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// don't destroy this instance on scene load
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DontDestroyOnLoad(gameObject);
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Debug.Log("AudioManager: Awake as singleton instance");
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log("AudioManager: Awake as non-singleton instance, destroying self");
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// destroy the new instance if it's not the singleton instance
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Destroy(gameObject);
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}
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}
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// declare separate audio sources for music and sfx
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// so we can control their volumes separately
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[Header("Audio Sources")]
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@ -68,7 +44,31 @@ private void Awake()
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public AudioClip menuButtonHover;
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/// <summary>
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/// function to set default volumes for the audio sources
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/// function to set don't destroy on load and check for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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// set this instance as the singleton instance
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Instance = this;
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// don't destroy this instance on scene load
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DontDestroyOnLoad(gameObject);
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Debug.Log("AudioManager: Awake as singleton instance");
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log("AudioManager: Awake as non-singleton instance, destroying self");
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// destroy the new instance if it's not the singleton instance
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// function to set default volumes for the audio sources
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/// </summary>
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public void Start()
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{
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@ -80,7 +80,7 @@ public void Start()
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}
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/// <summary>
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/// plays the audio clip once on the music source/channel
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/// plays the audio clip once on the music source/channel
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/// </summary>
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/// <param name="clip">audio clip to play</param>
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public void PlayOnMusicChannel(AudioClip clip)
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@ -89,7 +89,7 @@ public void PlayOnMusicChannel(AudioClip clip)
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}
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/// <summary>
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/// plays the audio clip once on the sound effects (sfx) source/channel
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/// plays the audio clip once on the sound effects (sfx) source/channel
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/// </summary>
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/// <param name="clip">audio clip to play</param>
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public void PlayOnSFXChannel(AudioClip clip)
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@ -98,7 +98,7 @@ public void PlayOnSFXChannel(AudioClip clip)
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}
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/// <summary>
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/// function to get the current volume of the music source/channel
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/// function to get the current volume of the music source/channel
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/// </summary>
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/// <returns>volume as float from 0.0 to 1.0</returns>
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public float GetMusicVolume()
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@ -107,7 +107,7 @@ public float GetMusicVolume()
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}
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/// <summary>
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/// sets the volume of the music source/channel
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/// sets the volume of the music source/channel
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/// </summary>
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/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
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public void SetMusicVolume(float volume)
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@ -116,7 +116,7 @@ public void SetMusicVolume(float volume)
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}
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/// <summary>
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/// function to get the current volume of the sound effects (sfx) source/channel
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/// function to get the current volume of the sound effects (sfx) source/channel
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/// </summary>
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/// <returns>volume as float from 0.0 to 1.0</returns>
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public float GetSfxVolume()
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@ -125,7 +125,7 @@ public float GetSfxVolume()
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}
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/// <summary>
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/// sets the volume of the sound effects (sfx) source/channel
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/// sets the volume of the sound effects (sfx) source/channel
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/// </summary>
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/// <param name="volume">float (0.0-1.0) to set the channel volume to</param>
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public void SetSfxVolume(float volume)
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@ -6,40 +6,55 @@
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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UIElements;
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/// <summary>
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/// common menu class for hover and click sound effects
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/// on ui toolkit buttons.
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/// override <c>OnEnable()</c> with the first call to <c>base.OnEnable()</c> or <c>PostEnable()</c>,
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/// and set the variable <c>GameManager.DisplayState associatedState</c> to the respective menu state
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/// common menu class for hover and click sound effects
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/// on ui toolkit buttons.
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/// override <c>OnEnable()</c> with the first call to <c>base.OnEnable()</c> or <c>PostEnable()</c>,
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/// and set the variable <c>GameManager.DisplayState associatedState</c> to the respective menu state
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/// </summary>
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public class CommonMenu : MonoBehaviour
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{
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/// <summary>
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/// associated display state with the menu for the game manager to filter out menus in a scene
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/// associated display state with the menu for the game manager to filter out menus in a scene
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/// </summary>
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public GameManager.DisplayState associatedState = GameManager.DisplayState.UnassociatedState;
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/// <summary>
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/// the visual element object for the menu
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/// </summary>
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public VisualElement UI;
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/// <summary>
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/// manager for the game state
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/// </summary>
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protected GameManager Game;
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/// <summary>
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/// manager for audio
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/// manager for audio
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/// </summary>
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protected AudioManager Audio;
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/// <summary>
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/// override this class but call <c>base.OnEnable()</c> first.
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/// also set the <c>associatedState</c> variable to the respective menu state
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/// manager for the game state
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/// </summary>
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protected GameManager Game;
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/// <summary>
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/// the visual element object for the menu
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/// </summary>
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public VisualElement UI;
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/// <summary>
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/// checks if The Menu (2022) was set up correctly
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/// </summary>
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/// <exception cref="Exception">throws an exception if UI, Game and Audio are not set</exception>
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private void Start()
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{
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if (associatedState == GameManager.DisplayState.UnassociatedState)
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throw new Exception("CommonMenu: associatedState not set");
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if (Game == null)
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throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
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if (Audio == null)
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throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
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}
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/// <summary>
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/// override this class but call <c>base.OnEnable()</c> first.
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/// also set the <c>associatedState</c> variable to the respective menu state
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/// </summary>
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public virtual void OnEnable()
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{
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@ -48,7 +63,7 @@ public virtual void OnEnable()
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}
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/// <summary>
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/// function to subscribe to mouse events and assign managers
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/// function to subscribe to mouse events and assign managers
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/// </summary>
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public void PostEnable()
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{
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@ -65,23 +80,7 @@ public void PostEnable()
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}
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/// <summary>
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/// checks if The Menu (2022) was set up correctly
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/// </summary>
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/// <exception cref="Exception">throws an exception if UI, Game and Audio are not set</exception>
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private void Start()
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{
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if (associatedState == GameManager.DisplayState.UnassociatedState)
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throw new Exception("CommonMenu: associatedState not set");
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if (Game == null)
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throw new Exception("CommonMenu: Game not set (was base.OnEnable() or PostEnable() called?)");
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if (Audio == null)
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throw new Exception("CommonMenu: Audio not set (was base.OnEnable() or PostEnable() called?)");
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}
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/// <summary>
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/// function listener for <c>PointerOverEvents</c> and plays a hover sound if it's a button
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/// function listener for <c>PointerOverEvents</c> and plays a hover sound if it's a button
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/// </summary>
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/// <param name="evt">event from UIE callback</param>
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public virtual void HoverListener(PointerOverEvent evt)
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@ -93,7 +92,7 @@ public virtual void HoverListener(PointerOverEvent evt)
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}
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/// <summary>
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/// function listener for <c>ClickEvents</c> and plays a click sound if it's a button
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/// function listener for <c>ClickEvents</c> and plays a click sound if it's a button
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/// </summary>
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/// <param name="evt">event from UIE callback</param>
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public virtual void ClickListener(ClickEvent evt)
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@ -105,7 +104,7 @@ public virtual void ClickListener(ClickEvent evt)
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}
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/// <summary>
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/// generic decoupled function to play click sound
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/// generic decoupled function to play click sound
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/// </summary>
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public virtual void PlayClick()
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{
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@ -114,7 +113,7 @@ public virtual void PlayClick()
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}
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/// <summary>
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/// generic decoupled function to play hover sound
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/// generic decoupled function to play hover sound
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/// </summary>
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public virtual void PlayHover()
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{
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* description: credits menu script for handling credits menu button functions
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*/
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using UnityEngine;
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using UnityEngine.UIElements;
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/// <summary>
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/// class managing the credits menu and button function invocations
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/// class managing the credits menu and button function invocations
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/// </summary>
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public class CreditsMenu : CommonMenu
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{
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/// <summary>
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/// button to return to main menu
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/// button to return to main menu
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/// </summary>
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public Button ButtonReturn;
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/// <summary>
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/// function to associate a display state with the menu,
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/// and subscribe button events to their respective functions
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/// function to associate a display state with the menu,
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/// and subscribe button events to their respective functions
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/// </summary>
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public override void OnEnable()
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{
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}
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/// <summary>
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/// handles return to main menu button press,
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/// signals the game manager appropriately
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/// handles return to main menu button press,
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/// signals the game manager appropriately
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/// </summary>
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private void OptionReturnToMainMenu()
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{
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* description: game manager singleton for single source of truth state management
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*/
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// singleton class for managing the game state as a single source of truth
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/// singleton class for managing the game state as a single source of truth
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// enum for available menus in the game, for use with <c>ShowMenu()</c>
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/// </summary>
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public enum DisplayState
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{
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Game,
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ScreenMainMenu,
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ScreenOptionsMenu,
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ScreenCreditsMenu,
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ScreenPauseMenu,
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ScreenCaughtPause,
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ScreenEscapedMenu,
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UnassociatedState
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}
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// </summary>
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public static GameManager Instance;
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/// <summary>
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/// the current state of the game
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/// the current state of the game
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/// </summary>
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private DisplayState _state = DisplayState.UnassociatedState;
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/// <summary>
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/// property to check if the game is paused based on the current <c>DisplayState</c>
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/// property to check if the game is paused based on the current <c>DisplayState</c>
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/// </summary>
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// TODO: remove this if not needed
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public bool Paused => _state != DisplayState.Game;
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/// <summary>
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/// function to set don't destroy on load and check for multiple instances
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/// function to set don't destroy on load and check for multiple instances
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/// </summary>
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private void Awake()
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{
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@ -54,7 +68,7 @@ private void Awake()
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}
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/// <summary>
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/// called when game starts, sets state to main menu
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/// called when game starts, sets state to main menu
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/// </summary>
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private void Start()
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{
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@ -62,40 +76,23 @@ private void Start()
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}
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/// <summary>
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/// enum for available menus in the game, for use with <c>ShowMenu()</c>
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/// </summary>
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public enum DisplayState
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{
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Game,
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ScreenMainMenu,
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ScreenOptionsMenu,
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ScreenCreditsMenu,
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ScreenPauseMenu,
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ScreenCaughtPause,
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ScreenEscapedMenu,
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UnassociatedState
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}
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/// <summary>
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/// helper function to hide any menu that is currently showing
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/// helper function to hide any menu that is currently showing
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/// </summary>
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private void HideMenuHelper()
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{
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// get parent object tagged "Menus"
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foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
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// hide each menu under the parent object\
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foreach (Transform menuChild in menu.transform)
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{
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// hide each menu under the parent object\
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foreach (Transform menuChild in menu.transform)
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{
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Debug.Log($"GameManager: HideMenuHelper - hiding menu '{menuChild}'");
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menuChild.gameObject.SetActive(false);
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}
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Debug.Log($"GameManager: HideMenuHelper - hiding menu '{menuChild}'");
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menuChild.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// helper function for <c>SetDisplayState()</c> to pause the game,
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/// called before the incoming game state is set
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/// helper function for <c>SetDisplayState()</c> to pause the game,
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/// called before the incoming game state is set
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/// </summary>
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/// <param name="incomingState">the to-be-set state of the game</param>
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private void PauseGameHelper(DisplayState incomingState)
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return;
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}
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;
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// hide any menu that is currently showing
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HideMenuHelper();
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// show the menu based on the incoming state
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// 1. get all menus via the parent object tagged "Menus"
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foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
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// 2. get all menus under the parent object
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foreach (Transform menu in menuParent.transform)
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{
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// 2. get all menus under the parent object
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foreach (Transform menu in menuParent.transform)
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{
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// 2. check its associated state
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var associatedState = menu.gameObject.GetComponent<CommonMenu>().associatedState;
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Debug.Log(
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$"GameManager: PauseGameHelper - found menu '{menu}' with associated state {associatedState} against incoming state {incomingState}");
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// 2. check its associated state
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var associatedState = menu.gameObject.GetComponent<CommonMenu>().associatedState;
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Debug.Log(
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$"GameManager: PauseGameHelper - found menu '{menu}' "
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+ $"with associated state {associatedState} "
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+ $"against incoming state {incomingState}");
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// 3. if the associated state is the same as the incoming state, then show the menu
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if (associatedState != incomingState)
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continue;
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// 3. if the associated state is the same as the incoming state, then show the menu
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if (associatedState != incomingState)
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continue;
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Debug.Log($"GameManager: PauseGameHelper - showing menu for {incomingState}");
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menu.gameObject.SetActive(true);
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}
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Debug.Log($"GameManager: PauseGameHelper - showing menu for {incomingState}");
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menu.gameObject.SetActive(true);
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}
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}
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/// <summary>
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/// helper function for <c>SetDisplayState()</c> to resume the game,
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/// called before the incoming game state is set
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/// helper function for <c>SetDisplayState()</c> to resume the game,
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/// called before the incoming game state is set
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/// </summary>
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/// <param name="incomingState">the to-be-set state of the game</param>
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private void ResumeGameHelper(DisplayState incomingState)
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{
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// if we're NOT transitioning from a state of non-gameplay to a state of gameplay,
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// (which means currently we are in a state of gameplay),
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// then we shouldn't do anything, because the game is already running,
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// so we return early
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if (_state != DisplayState.Game && incomingState == DisplayState.Game) return;
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if (_state == DisplayState.Game || incomingState != DisplayState.Game)
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{
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Debug.Log(
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"GameManager: ResumeGameHelper - returning prematurely as" +
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$" _state={_state} and incomingState={incomingState}");
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return;
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}
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// else, we should resume the game
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Time.timeScale = 1f;
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@ -167,8 +170,8 @@ private void ResumeGameHelper(DisplayState incomingState)
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}
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/// <summary>
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/// function to show a menu based on the enum passed,
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/// and any other necessary actions
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/// function to show a menu based on the enum passed,
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/// and any other necessary actions
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/// </summary>
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/// <param name="displayState">the game menu to show</param>
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public void SetDisplayState(DisplayState displayState)
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||||
|
@ -188,26 +191,26 @@ public void SetDisplayState(DisplayState displayState)
|
|||
// set the state of the game to the incoming state
|
||||
_state = displayState;
|
||||
|
||||
// TODO: post-state change actions case switch
|
||||
// post-state change actions case switch
|
||||
switch (displayState)
|
||||
{
|
||||
// if we're transitioning to the game state,
|
||||
// change camera to the player camera
|
||||
case DisplayState.Game:
|
||||
// TODO
|
||||
// TODO: change camera to player camera
|
||||
return;
|
||||
|
||||
// if we're transitioning to the main menu state,
|
||||
// change camera to the main menu camera
|
||||
case DisplayState.ScreenMainMenu:
|
||||
// TODO
|
||||
// TODO: change camera to main menu camera
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// wrapper function to quit the game
|
||||
/// in case of any cleanup needed
|
||||
/// wrapper function to quit the game
|
||||
/// in case of any cleanup needed
|
||||
/// </summary>
|
||||
public void Quit()
|
||||
{
|
||||
|
@ -216,10 +219,13 @@ public void Quit()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// resets game state and starts a new game, will call <c>SetDisplayState()</c>
|
||||
/// resets game state and starts a new game, will call <c>SetDisplayState()</c>
|
||||
/// </summary>
|
||||
public void NewGame()
|
||||
{
|
||||
// set to game state
|
||||
SetDisplayState(DisplayState.Game);
|
||||
|
||||
// TODO
|
||||
}
|
||||
}
|
|
@ -8,33 +8,33 @@
|
|||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// class managing the main menu and button function invocations
|
||||
/// class managing the main menu and button function invocations
|
||||
/// </summary>
|
||||
public class MainMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to play game
|
||||
/// </summary>
|
||||
public Button ButtonPlay;
|
||||
|
||||
/// <summary>
|
||||
/// button to show options menu
|
||||
/// </summary>
|
||||
public Button ButtonOptions;
|
||||
|
||||
/// <summary>
|
||||
/// button to show credits menu
|
||||
/// button to show credits menu
|
||||
/// </summary>
|
||||
public Button ButtonCredits;
|
||||
|
||||
/// <summary>
|
||||
/// button to quit game
|
||||
/// button to quit game
|
||||
/// </summary>
|
||||
public Button ButtonExit;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// button to show options menu
|
||||
/// </summary>
|
||||
public Button ButtonOptions;
|
||||
|
||||
/// <summary>
|
||||
/// button to play game
|
||||
/// </summary>
|
||||
public Button ButtonPlay;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
|
@ -63,18 +63,18 @@ public override void OnEnable()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles start button press,
|
||||
/// signals the game manager appropriately
|
||||
/// handles start button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionStartGame()
|
||||
{
|
||||
// start game
|
||||
Game.SetDisplayState(GameManager.DisplayState.Game);
|
||||
Game.NewGame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles credits button press,
|
||||
/// signals the game manager appropriately
|
||||
/// handles credits button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionShowCredits()
|
||||
{
|
||||
|
@ -83,8 +83,8 @@ private void OptionShowCredits()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles options button press,
|
||||
/// signals the game manager appropriately
|
||||
/// handles options button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionShowOptions()
|
||||
{
|
||||
|
@ -93,8 +93,8 @@ private void OptionShowOptions()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles quit button press,
|
||||
/// signals the game manager appropriately
|
||||
/// handles quit button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionQuitGame()
|
||||
{
|
||||
|
|
|
@ -8,28 +8,28 @@
|
|||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// class managing the credits menu and button function invocations
|
||||
/// class managing the credits menu and button function invocations
|
||||
/// </summary>
|
||||
public class OptionsMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to return to main menu
|
||||
/// button to return to main menu
|
||||
/// </summary>
|
||||
public Button ButtonReturn;
|
||||
|
||||
/// <summary>
|
||||
/// slider for music volume
|
||||
/// slider for music volume
|
||||
/// </summary>
|
||||
public Slider SliderAudioMusic;
|
||||
|
||||
/// <summary>
|
||||
/// slider for sfx volume
|
||||
/// slider for sfx volume
|
||||
/// </summary>
|
||||
public Slider SliderAudioSfx;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
|
@ -58,8 +58,8 @@ public override void OnEnable()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles return to main menu button press,
|
||||
/// signals the game manager appropriately
|
||||
/// handles return to main menu button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionReturnToMainMenu()
|
||||
{
|
||||
|
@ -68,8 +68,8 @@ private void OptionReturnToMainMenu()
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handle music volume slider change,
|
||||
/// sets the music channel volume in the audio manager appropriately
|
||||
/// handle music volume slider change,
|
||||
/// sets the music channel volume in the audio manager appropriately
|
||||
/// </summary>
|
||||
/// <param name="evt"></param>
|
||||
private void OptionSetMusicVolume(ChangeEvent<float> evt)
|
||||
|
@ -80,8 +80,8 @@ private void OptionSetMusicVolume(ChangeEvent<float> evt)
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// handle sfx volume slider change,
|
||||
/// sets the sfx channel volume in the audio manager appropriately
|
||||
/// handle sfx volume slider change,
|
||||
/// sets the sfx channel volume in the audio manager appropriately
|
||||
/// </summary>
|
||||
/// <param name="evt"></param>
|
||||
private void OptionSetSfxVolume(ChangeEvent<float> evt)
|
||||
|
|
Reference in a new issue