game(ui): interim menu commit
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663b9114ba
commit
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File diff suppressed because one or more lines are too long
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@ -364,6 +364,15 @@ public void NewGame()
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// TODO: reset game state
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}
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/// <summary>
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/// function to restart the current run
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/// </summary>
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public void RestartRun()
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{
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// TODO: implement this
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throw new NotImplementedException();
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}
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/// <summary>
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/// function to set an interaction prompt/tooltip for the player
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/// </summary>
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@ -1,14 +1,21 @@
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/*
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* author: mark joshwel
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* author: mark joshwel, sai puay
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* date: 11/8/2024
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* description: TODO
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* description: script for handling win overlay functions
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*/
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using UnityEngine.UIElements;
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/// <summary>
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/// TODO
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/// class managing the win overlay and button function invocations
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/// </summary>
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public class OverlayCompleteUnderTimeMenu : CommonMenu
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{
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/// <summary>
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/// button to return to the main menu
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/// </summary>
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private 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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@ -18,5 +25,10 @@ public override void OnEnable()
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.OverlayCompleteUnderTimeMenu;
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base.OnEnable();
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// get the return button from the ui root and subscribe appropriate functions
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_buttonReturn = UI.Q<Button>("ButtonReturn");
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_buttonReturn.clicked += PlayClick;
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_buttonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
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}
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}
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@ -1,14 +1,26 @@
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/*
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* author: mark joshwel
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* author: mark joshwel, sai puay
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* date: 11/8/2024
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* description: TODO
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* description: script for handling win failure/dnf overlay functions
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*/
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using UnityEngine.UIElements;
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/// <summary>
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/// TODO
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/// class managing the win failure/dnf overlay and button function invocations
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/// </summary>
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public class OverlayFailedOverTimeMenu : CommonMenu
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{
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/// <summary>
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/// button to retry the run
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/// </summary>
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private Button _buttonRetry;
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/// <summary>
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/// button to return to the main menu
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/// </summary>
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private 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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@ -18,5 +30,15 @@ public override void OnEnable()
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.OverlayFailedOverTimeMenu;
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base.OnEnable();
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// get the retry button from the ui root and subscribe appropriate functions
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_buttonRetry = UI.Q<Button>("ButtonRetry");
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_buttonRetry.clicked += PlayClick;
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_buttonRetry.clicked += OverlayPauseMenu.OptionRetryGame;
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// get the return button from the ui root and subscribe appropriate functions
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_buttonReturn = UI.Q<Button>("ButtonReturn");
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_buttonReturn.clicked += PlayClick;
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_buttonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
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}
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}
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@ -1,14 +1,32 @@
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/*
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* author: mark joshwel
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* author: mark joshwel, sai puay
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* date: 11/8/2024
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* description: TODO
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* description: script for handling pause overlay 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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/// TODO
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/// class managing the pause overlay and button function invocations
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/// </summary>
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public class OverlayPauseMenu : CommonMenu
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{
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/// <summary>
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/// button to resume the run
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/// </summary>
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private Button _buttonResume;
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/// <summary>
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/// button to retry the run
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/// </summary>
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private Button _buttonRetry;
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/// <summary>
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/// button to return to the main menu
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/// </summary>
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private 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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@ -18,5 +36,50 @@ public override void OnEnable()
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// set the associated state and call the base OnEnable
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associatedState = GameManager.DisplayState.OverlayPauseMenu;
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base.OnEnable();
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// get the resume button from the ui root and subscribe appropriate functions
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_buttonResume = UI.Q<Button>("ButtonResume");
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_buttonResume.clicked += PlayClick;
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_buttonResume.clicked += OptionResumeGame;
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// get the retry button from the ui root and subscribe appropriate functions
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_buttonRetry = UI.Q<Button>("ButtonRetry");
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_buttonRetry.clicked += PlayClick;
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_buttonRetry.clicked += OptionRetryGame;
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// get the return button from the ui root and subscribe appropriate functions
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_buttonReturn = UI.Q<Button>("ButtonReturn");
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_buttonReturn.clicked += PlayClick;
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_buttonReturn.clicked += OptionReturnToMainMenu;
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}
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/// <summary>
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/// handles resume button press,
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/// signals the game manager appropriately
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/// </summary>
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private static void OptionResumeGame()
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{
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Debug.Log("OverlayPauseMenu.OptionResumeGame (static shared): clicked, resuming game");
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GameManager.Instance.NewGame();
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}
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/// <summary>
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/// handles retry button press,
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/// signals the game manager appropriately
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/// </summary>
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public static void OptionRetryGame()
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{
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Debug.Log("OverlayPauseMenu.OptionRetryGame (static shared): clicked, retrying run");
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GameManager.Instance.RestartRun();
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}
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/// <summary>
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/// handles return button press,
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/// signals the game manager appropriately
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/// </summary>
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public static void OptionReturnToMainMenu()
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{
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Debug.Log("OverlayPauseMenu.OptionReturnToMainMenu (static shared): clicked, returning to main menu");
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GameManager.Instance.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
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}
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}
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@ -15,17 +15,17 @@ public class ScreenMainMenu : CommonMenu
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/// <summary>
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/// button to quit game
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/// </summary>
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public Button ButtonExit;
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private Button _buttonExit;
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/// <summary>
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/// button to show the options menu
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/// </summary>
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public Button ButtonOptions;
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private Button _buttonOptions;
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/// <summary>
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/// button to play game
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/// </summary>
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public Button ButtonPlay;
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private Button _buttonPlay;
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/// <summary>
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/// function to associate a display state with the menu,
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@ -38,19 +38,19 @@ public override void OnEnable()
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base.OnEnable();
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// get the start button from the ui root and subscribe appropriate functions
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ButtonPlay = UI.Q<Button>("ButtonPlay");
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ButtonPlay.clicked += PlayClick;
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ButtonPlay.clicked += OptionStartGame;
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_buttonPlay = UI.Q<Button>("ButtonPlay");
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_buttonPlay.clicked += PlayClick;
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_buttonPlay.clicked += OptionStartGame;
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// get the options button from the ui root and subscribe appropriate functions
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ButtonOptions = UI.Q<Button>("ButtonOptions");
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ButtonOptions.clicked += PlayClick;
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ButtonOptions.clicked += OptionShowOptions;
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_buttonOptions = UI.Q<Button>("ButtonOptions");
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_buttonOptions.clicked += PlayClick;
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_buttonOptions.clicked += OptionShowOptions;
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// get the quit button from the ui root and subscribe appropriate functions
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ButtonExit = UI.Q<Button>("ButtonExit");
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ButtonExit.clicked += PlayClick;
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ButtonExit.clicked += OptionQuitGame;
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_buttonExit = UI.Q<Button>("ButtonExit");
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_buttonExit.clicked += PlayClick;
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_buttonExit.clicked += OptionQuitGame;
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}
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/// <summary>
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@ -44,7 +44,7 @@ public override void OnEnable()
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// get the start button from the ui root and subscribe appropriate functions
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ButtonReturn = UI.Q<Button>("ButtonReturn");
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ButtonReturn.clicked += PlayClick;
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ButtonReturn.clicked += OptionReturnToMainMenu;
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ButtonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
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// get the music slider from the ui root
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SliderAudioMaster = UI.Q<Slider>("MasterSlider");
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@ -68,16 +68,6 @@ public override void OnEnable()
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SliderAudioSfx.RegisterCallback<ChangeEvent<float>>(OptionSetSfxVolume);
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}
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/// <summary>
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/// handles return to the 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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// return to the main menu
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Game.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
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}
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/// <summary>
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/// handle music volume slider change,
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/// sets the music channel volume in the audio manager appropriately
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@ -49,6 +49,15 @@
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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},
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{
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"name": "Pause",
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"type": "Button",
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"id": "9a25646e-bf8a-47f8-9cc5-90a6bf73c55e",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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}
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],
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"bindings": [
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@ -238,6 +247,50 @@
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"action": "Action",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "49fab935-fbc7-47d7-af25-0e579f3a4030",
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"path": "<Keyboard>/escape",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Pause",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "One Modifier",
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"id": "adfdd4ca-fa26-47ba-acb5-9e5920597c99",
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"path": "OneModifier",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Pause",
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"isComposite": true,
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"isPartOfComposite": false
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},
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{
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"name": "modifier",
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"id": "2914f47a-f360-44fb-84ed-58e7f7dde74a",
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"path": "<Keyboard>/leftCtrl",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Pause",
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"isComposite": false,
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"isPartOfComposite": true
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},
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{
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"name": "binding",
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"id": "136aa112-aed7-4edf-a8de-d8f16f9c7ee1",
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"path": "<Keyboard>/backquote",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Pause",
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"isComposite": false,
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"isPartOfComposite": true
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}
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]
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}
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@ -2,9 +2,11 @@
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<Style src="project://database/Assets/UI%20Toolkit/Interfaces/Common.uss?fileID=7433441132597879392&guid=7e22eeee55627cf478c5e125a8197039&type=3#Common" />
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<ui:VisualElement name="Root" style="flex-grow: 1; justify-content: space-around; align-items: stretch; align-self: stretch; width: auto;">
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<ui:VisualElement name="HoriHolder" style="flex-grow: 1; flex-direction: column; max-height: 60%; margin-left: 10%; margin-right: 10%;">
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<ui:VisualElement name="Logospace" style="flex-grow: 1; width: auto; flex-direction: row; padding-bottom: 6%; height: 50%; min-height: 50%;">
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<ui:VisualElement name="Logospace" style="flex-grow: 1; width: auto; flex-direction: row; height: 50%; min-height: 50%;">
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<ui:VisualElement name="Header" style="background-image: none; -unity-background-scale-mode: scale-to-fit; flex-grow: 1; flex-shrink: 0; align-items: center; justify-content: center; align-self: stretch;">
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<ui:Label tabindex="-1" text="ON TIME" parse-escape-sequences="true" display-tooltip-when-elided="true" name="HeaderLabel" style="-unity-font: url("project://database/Assets/UI%20Toolkit/RLFonts/GODarkslide/GODarkslide-distressed.ttf?fileID=12800000&guid=1f2f7dc4dddb45a4e91b4b96053f09f6&type=3#GODarkslide-distressed"); -unity-font-definition: url("project://database/Assets/UI%20Toolkit/RLFonts/GODarkslide/GODarkslide-distressed%20SDF.asset?fileID=11400000&guid=e706151e7fb3790409b13d29b812a8ff&type=2#GODarkslide-distressed SDF"); font-size: 80px; color: rgb(255, 255, 255); -unity-text-align: upper-center; white-space: normal; text-overflow: clip; rotate: -12.347deg;" />
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<ui:Label tabindex="-1" text="A" parse-escape-sequences="true" display-tooltip-when-elided="true" name="FinalGradeLabel" style="-unity-font: url("project://database/Assets/UI%20Toolkit/RLFonts/GODarkslide/GODarkslide-distressed.ttf?fileID=12800000&guid=1f2f7dc4dddb45a4e91b4b96053f09f6&type=3#GODarkslide-distressed"); -unity-font-definition: url("project://database/Assets/UI%20Toolkit/RLFonts/GODarkslide/GODarkslide-distressed%20SDF.asset?fileID=11400000&guid=e706151e7fb3790409b13d29b812a8ff&type=2#GODarkslide-distressed SDF"); font-size: 100px; color: rgb(193, 39, 45); -unity-text-align: upper-center; white-space: normal; text-overflow: clip; rotate: -12.347deg; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
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<ui:Label tabindex="-1" text="Completed in 01:59.23" parse-escape-sequences="true" display-tooltip-when-elided="true" name="FinalTimeLabel" style="color: rgb(255, 255, 255); font-size: 26px; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; -unity-font: url("project://database/Assets/UI%20Toolkit/RLFonts/Fervojo/Fervojo-Bold.otf?fileID=12800000&guid=505dfbc18d2d4604db47ff55755f9dc8&type=3#Fervojo-Bold"); -unity-font-definition: url("project://database/Assets/UI%20Toolkit/RLFonts/Fervojo/Fervojo-Bold%20SDF.asset?fileID=11400000&guid=1abb65c0bf74b1649863fc75b2b83ac1&type=2#Fervojo-Bold SDF");" />
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<ui:Label tabindex="-1" text="1,000" parse-escape-sequences="true" display-tooltip-when-elided="true" name="FinalScoreLabel" style="color: rgb(255, 255, 255); font-size: 20px; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0;" />
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</ui:VisualElement>
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</ui:VisualElement>
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<ui:VisualElement name="Buttonspace" style="flex-grow: 1; width: 50%; min-width: 50%; height: 50%; min-height: 50%; align-items: center; justify-content: flex-end; align-self: center; flex-direction: column;">
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@ -6,6 +6,8 @@ EditorBuildSettings:
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serializedVersion: 2
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m_Scenes:
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- enabled: 1
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path: Assets/Scenes/SampleScene.unity
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path: Assets/Scenes/Playgrounds/RyanAIPlayground.unity
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guid: 99c9720ab356a0642a771bea13969a05
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m_configObjects: {}
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m_configObjects:
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com.unity.input.settings: {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7,
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type: 2}
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@ -99,7 +99,7 @@
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{
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"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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"key": "ShapeBuilder.ActiveShapeIndex",
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"value": "{\"m_Value\":2}"
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"value": "{\"m_Value\":9}"
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},
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{
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"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
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@ -119,7 +119,7 @@
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{
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"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "ShapeBuilder.LastSize",
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"value": "{\"m_Value\":{\"x\":-2.3972702026367189,\"y\":6.764400482177734,\"z\":2.3311424255371095}}"
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"value": "{\"m_Value\":{\"x\":2.637908935546875,\"y\":0.6330699920654297,\"z\":2.631824493408203}}"
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},
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{
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"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "ShapeBuilder.Cone",
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"value": "{}"
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},
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{
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"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"key": "ShapeBuilder.Torus",
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"value": "{}"
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}
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]
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}
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