game(ui): interim menu commit
This commit is contained in:
parent
663b9114ba
commit
c800b72ef1
File diff suppressed because one or more lines are too long
|
@ -364,6 +364,15 @@ public void NewGame()
|
|||
// TODO: reset game state
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// function to restart the current run
|
||||
/// </summary>
|
||||
public void RestartRun()
|
||||
{
|
||||
// TODO: implement this
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// function to set an interaction prompt/tooltip for the player
|
||||
/// </summary>
|
||||
|
|
|
@ -1,14 +1,21 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* author: mark joshwel, sai puay
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
* description: script for handling win overlay functions
|
||||
*/
|
||||
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// class managing the win overlay and button function invocations
|
||||
/// </summary>
|
||||
public class OverlayCompleteUnderTimeMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to return to the main menu
|
||||
/// </summary>
|
||||
private Button _buttonReturn;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
|
@ -18,5 +25,10 @@ public override void OnEnable()
|
|||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayCompleteUnderTimeMenu;
|
||||
base.OnEnable();
|
||||
|
||||
// get the return button from the ui root and subscribe appropriate functions
|
||||
_buttonReturn = UI.Q<Button>("ButtonReturn");
|
||||
_buttonReturn.clicked += PlayClick;
|
||||
_buttonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
|
||||
}
|
||||
}
|
|
@ -1,14 +1,26 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* author: mark joshwel, sai puay
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
* description: script for handling win failure/dnf overlay functions
|
||||
*/
|
||||
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// class managing the win failure/dnf overlay and button function invocations
|
||||
/// </summary>
|
||||
public class OverlayFailedOverTimeMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to retry the run
|
||||
/// </summary>
|
||||
private Button _buttonRetry;
|
||||
|
||||
/// <summary>
|
||||
/// button to return to the main menu
|
||||
/// </summary>
|
||||
private Button _buttonReturn;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
|
@ -18,5 +30,15 @@ public override void OnEnable()
|
|||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayFailedOverTimeMenu;
|
||||
base.OnEnable();
|
||||
|
||||
// get the retry button from the ui root and subscribe appropriate functions
|
||||
_buttonRetry = UI.Q<Button>("ButtonRetry");
|
||||
_buttonRetry.clicked += PlayClick;
|
||||
_buttonRetry.clicked += OverlayPauseMenu.OptionRetryGame;
|
||||
|
||||
// get the return button from the ui root and subscribe appropriate functions
|
||||
_buttonReturn = UI.Q<Button>("ButtonReturn");
|
||||
_buttonReturn.clicked += PlayClick;
|
||||
_buttonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
|
||||
}
|
||||
}
|
|
@ -1,14 +1,32 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* author: mark joshwel, sai puay
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
* description: script for handling pause overlay functions
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// class managing the pause overlay and button function invocations
|
||||
/// </summary>
|
||||
public class OverlayPauseMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to resume the run
|
||||
/// </summary>
|
||||
private Button _buttonResume;
|
||||
|
||||
/// <summary>
|
||||
/// button to retry the run
|
||||
/// </summary>
|
||||
private Button _buttonRetry;
|
||||
|
||||
/// <summary>
|
||||
/// button to return to the main menu
|
||||
/// </summary>
|
||||
private Button _buttonReturn;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
|
@ -18,5 +36,50 @@ public override void OnEnable()
|
|||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayPauseMenu;
|
||||
base.OnEnable();
|
||||
|
||||
// get the resume button from the ui root and subscribe appropriate functions
|
||||
_buttonResume = UI.Q<Button>("ButtonResume");
|
||||
_buttonResume.clicked += PlayClick;
|
||||
_buttonResume.clicked += OptionResumeGame;
|
||||
|
||||
// get the retry button from the ui root and subscribe appropriate functions
|
||||
_buttonRetry = UI.Q<Button>("ButtonRetry");
|
||||
_buttonRetry.clicked += PlayClick;
|
||||
_buttonRetry.clicked += OptionRetryGame;
|
||||
|
||||
// get the return button from the ui root and subscribe appropriate functions
|
||||
_buttonReturn = UI.Q<Button>("ButtonReturn");
|
||||
_buttonReturn.clicked += PlayClick;
|
||||
_buttonReturn.clicked += OptionReturnToMainMenu;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles resume button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private static void OptionResumeGame()
|
||||
{
|
||||
Debug.Log("OverlayPauseMenu.OptionResumeGame (static shared): clicked, resuming game");
|
||||
GameManager.Instance.NewGame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles retry button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
public static void OptionRetryGame()
|
||||
{
|
||||
Debug.Log("OverlayPauseMenu.OptionRetryGame (static shared): clicked, retrying run");
|
||||
GameManager.Instance.RestartRun();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles return button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
public static void OptionReturnToMainMenu()
|
||||
{
|
||||
Debug.Log("OverlayPauseMenu.OptionReturnToMainMenu (static shared): clicked, returning to main menu");
|
||||
GameManager.Instance.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
|
||||
}
|
||||
}
|
|
@ -15,17 +15,17 @@ public class ScreenMainMenu : CommonMenu
|
|||
/// <summary>
|
||||
/// button to quit game
|
||||
/// </summary>
|
||||
public Button ButtonExit;
|
||||
private Button _buttonExit;
|
||||
|
||||
/// <summary>
|
||||
/// button to show the options menu
|
||||
/// </summary>
|
||||
public Button ButtonOptions;
|
||||
private Button _buttonOptions;
|
||||
|
||||
/// <summary>
|
||||
/// button to play game
|
||||
/// </summary>
|
||||
public Button ButtonPlay;
|
||||
private Button _buttonPlay;
|
||||
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
|
@ -38,19 +38,19 @@ public override void OnEnable()
|
|||
base.OnEnable();
|
||||
|
||||
// get the start button from the ui root and subscribe appropriate functions
|
||||
ButtonPlay = UI.Q<Button>("ButtonPlay");
|
||||
ButtonPlay.clicked += PlayClick;
|
||||
ButtonPlay.clicked += OptionStartGame;
|
||||
_buttonPlay = UI.Q<Button>("ButtonPlay");
|
||||
_buttonPlay.clicked += PlayClick;
|
||||
_buttonPlay.clicked += OptionStartGame;
|
||||
|
||||
// get the options button from the ui root and subscribe appropriate functions
|
||||
ButtonOptions = UI.Q<Button>("ButtonOptions");
|
||||
ButtonOptions.clicked += PlayClick;
|
||||
ButtonOptions.clicked += OptionShowOptions;
|
||||
_buttonOptions = UI.Q<Button>("ButtonOptions");
|
||||
_buttonOptions.clicked += PlayClick;
|
||||
_buttonOptions.clicked += OptionShowOptions;
|
||||
|
||||
// get the quit button from the ui root and subscribe appropriate functions
|
||||
ButtonExit = UI.Q<Button>("ButtonExit");
|
||||
ButtonExit.clicked += PlayClick;
|
||||
ButtonExit.clicked += OptionQuitGame;
|
||||
_buttonExit = UI.Q<Button>("ButtonExit");
|
||||
_buttonExit.clicked += PlayClick;
|
||||
_buttonExit.clicked += OptionQuitGame;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -30,7 +30,7 @@ public class ScreenOptionsMenu : CommonMenu
|
|||
/// 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
|
||||
|
@ -44,7 +44,7 @@ public override void OnEnable()
|
|||
// get the start button from the ui root and subscribe appropriate functions
|
||||
ButtonReturn = UI.Q<Button>("ButtonReturn");
|
||||
ButtonReturn.clicked += PlayClick;
|
||||
ButtonReturn.clicked += OptionReturnToMainMenu;
|
||||
ButtonReturn.clicked += OverlayPauseMenu.OptionReturnToMainMenu;
|
||||
|
||||
// get the music slider from the ui root
|
||||
SliderAudioMaster = UI.Q<Slider>("MasterSlider");
|
||||
|
@ -52,14 +52,14 @@ public override void OnEnable()
|
|||
// SliderAudioMusic.value = Audio.GetMusicVolume() * 100;
|
||||
// and subscribe appropriate functions
|
||||
SliderAudioMaster.RegisterCallback<ChangeEvent<float>>(OptionSetMasterVolume);
|
||||
|
||||
|
||||
// get the music slider from the ui root
|
||||
SliderAudioMusic = UI.Q<Slider>("MusicSlider");
|
||||
// TODO: and set the initial value to the current music volume
|
||||
// SliderAudioMusic.value = Audio.GetMusicVolume() * 100;
|
||||
// and subscribe appropriate functions
|
||||
SliderAudioMusic.RegisterCallback<ChangeEvent<float>>(OptionSetMusicVolume);
|
||||
|
||||
|
||||
// get the sfx slider from the ui root
|
||||
SliderAudioSfx = UI.Q<Slider>("SFXSlider");
|
||||
// TODO: and set the initial value to the current sfx volume
|
||||
|
@ -68,16 +68,6 @@ public override void OnEnable()
|
|||
SliderAudioSfx.RegisterCallback<ChangeEvent<float>>(OptionSetSfxVolume);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles return to the main menu button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionReturnToMainMenu()
|
||||
{
|
||||
// return to the main menu
|
||||
Game.SetDisplayState(GameManager.DisplayState.ScreenMainMenu);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handle music volume slider change,
|
||||
/// sets the music channel volume in the audio manager appropriately
|
||||
|
@ -88,7 +78,7 @@ private void OptionSetMasterVolume(ChangeEvent<float> evt)
|
|||
// TODO: slider is from 0 to 100, convert to 0 to 1, and set
|
||||
// Audio.SetMusicVolume(evt.newValue / 100);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// handle music volume slider change,
|
||||
/// sets the music channel volume in the audio manager appropriately
|
||||
|
|
|
@ -49,6 +49,15 @@
|
|||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Pause",
|
||||
"type": "Button",
|
||||
"id": "9a25646e-bf8a-47f8-9cc5-90a6bf73c55e",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
|
@ -238,6 +247,50 @@
|
|||
"action": "Action",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "49fab935-fbc7-47d7-af25-0e579f3a4030",
|
||||
"path": "<Keyboard>/escape",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "One Modifier",
|
||||
"id": "adfdd4ca-fa26-47ba-acb5-9e5920597c99",
|
||||
"path": "OneModifier",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "modifier",
|
||||
"id": "2914f47a-f360-44fb-84ed-58e7f7dde74a",
|
||||
"path": "<Keyboard>/leftCtrl",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "binding",
|
||||
"id": "136aa112-aed7-4edf-a8de-d8f16f9c7ee1",
|
||||
"path": "<Keyboard>/backquote",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Pause",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
|
@ -2,9 +2,11 @@
|
|||
<Style src="project://database/Assets/UI%20Toolkit/Interfaces/Common.uss?fileID=7433441132597879392&guid=7e22eeee55627cf478c5e125a8197039&type=3#Common" />
|
||||
<ui:VisualElement name="Root" style="flex-grow: 1; justify-content: space-around; align-items: stretch; align-self: stretch; width: auto;">
|
||||
<ui:VisualElement name="HoriHolder" style="flex-grow: 1; flex-direction: column; max-height: 60%; margin-left: 10%; margin-right: 10%;">
|
||||
<ui:VisualElement name="Logospace" style="flex-grow: 1; width: auto; flex-direction: row; padding-bottom: 6%; height: 50%; min-height: 50%;">
|
||||
<ui:VisualElement name="Logospace" style="flex-grow: 1; width: auto; flex-direction: row; height: 50%; min-height: 50%;">
|
||||
<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;">
|
||||
<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;" />
|
||||
<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;" />
|
||||
<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");" />
|
||||
<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;" />
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
<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;">
|
||||
|
|
|
@ -6,6 +6,8 @@ EditorBuildSettings:
|
|||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/SampleScene.unity
|
||||
path: Assets/Scenes/Playgrounds/RyanAIPlayground.unity
|
||||
guid: 99c9720ab356a0642a771bea13969a05
|
||||
m_configObjects: {}
|
||||
m_configObjects:
|
||||
com.unity.input.settings: {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7,
|
||||
type: 2}
|
||||
|
|
|
@ -99,7 +99,7 @@
|
|||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
"value": "{\"m_Value\":2}"
|
||||
"value": "{\"m_Value\":9}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
|
@ -119,7 +119,7 @@
|
|||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize",
|
||||
"value": "{\"m_Value\":{\"x\":-2.3972702026367189,\"y\":6.764400482177734,\"z\":2.3311424255371095}}"
|
||||
"value": "{\"m_Value\":{\"x\":2.637908935546875,\"y\":0.6330699920654297,\"z\":2.631824493408203}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
|
@ -170,6 +170,11 @@
|
|||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Cone",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Torus",
|
||||
"value": "{}"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
Reference in a new issue