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Author | SHA1 | Date | |
---|---|---|---|
Mark Joshwel | a03e4ab853 | ||
Mark Joshwel | 92d41c4170 | ||
Mark Joshwel | 92aa45646c | ||
Mark Joshwel | fa3eebba97 | ||
Mark Joshwel | 0ac2b01c10 |
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@ -1,5 +1,5 @@
|
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/*
|
||||
* authors: ryan lin, mark joshwel
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||||
* authors: mark joshwel, ryan lin
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||||
* date: 10/8/2024
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||||
* description: common interactable behaviour class
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||||
*/
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||||
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@ -7,12 +7,17 @@
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|||
using UnityEngine;
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||||
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/// <summary>
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/// TODO
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/// base behaviour class for interactable objects
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/// </summary>
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||||
public class CommonInteractable : MonoBehaviour
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||||
{
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||||
/// <summary>
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/// TODO
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/// the prompt to display when the player is looking at the object
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/// </summary>
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||||
public string interactionPrompt = "";
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||||
/// <summary>
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/// skeleton function for interacting with the object
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/// </summary>
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||||
public virtual void Interact()
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{
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@ -21,11 +21,6 @@ public class CommonMenu : MonoBehaviour
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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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/// manager for audio
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/// </summary>
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protected AudioManager Audio;
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||||
/// <summary>
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/// manager for the game state
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/// </summary>
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||||
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@ -47,9 +42,6 @@ private void Start()
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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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||||
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||||
/// <summary>
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||||
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@ -68,10 +60,10 @@ public void PostEnable()
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{
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// get audio manager singleton instance from the world
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UI = GetComponent<UIDocument>().rootVisualElement;
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Audio = AudioManager.Instance;
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// Audio = AudioManager.Instance;
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Game = GameManager.Instance;
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// subscribe to hover events
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// // subscribe to hover events
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UI.RegisterCallback<PointerOverEvent>(HoverListener);
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||||
}
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||||
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||||
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@ -104,8 +96,8 @@ public virtual void ClickListener(ClickEvent evt)
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/// </summary>
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public virtual void PlayClick()
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{
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// play click sound
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Audio.PlayOnSFXChannel(Audio.menuButtonClick);
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||||
// TODO: play click sound
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// Game.PlayOnSFXChannel(Audio.menuButtonClick);
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||||
}
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||||
/// <summary>
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||||
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@ -113,7 +105,7 @@ public virtual void PlayClick()
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/// </summary>
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public virtual void PlayHover()
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{
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// play hover sound
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Audio.PlayOnSFXChannel(Audio.menuButtonHover);
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||||
// TODO: play hover sound
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// Game.PlayOnSFXChannel(Audio.menuButtonHover);
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||||
}
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||||
}
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@ -5,7 +5,6 @@
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*/
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||||
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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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@ -18,11 +17,11 @@ public class GameManager : MonoBehaviour
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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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OverlayPauseMenu,
|
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OverlayCompleteUnderTimeMenu,
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OverlayFailedOverTimeMenu,
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ScreenMainMenu, // done
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ScreenOptionsMenu, // done
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OverlayPauseMenu, // TODO
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OverlayCompleteUnderTimeMenu, // TODO
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OverlayFailedOverTimeMenu, // TODO
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UnassociatedState
|
||||
}
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||||
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||||
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@ -39,19 +38,8 @@ public enum DisplayState
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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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||||
/// </summary>
|
||||
// TODO: remove this if not needed
|
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public bool Paused => _state != DisplayState.Game;
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||||
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||||
// /// <summary>
|
||||
// /// the current scene of the game, used for scene switching and state transitions
|
||||
// /// </summary>
|
||||
// private Scene _currentScene;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// the previous scene of the game, used for scene switching and state transitions
|
||||
// /// </summary>
|
||||
// private Scene _previousScene;
|
||||
|
||||
/// <summary>
|
||||
/// function to set doesn't destroy on load and checks for multiple instances
|
||||
/// </summary>
|
||||
|
@ -84,13 +72,6 @@ private void Awake()
|
|||
private void Start()
|
||||
{
|
||||
SetDisplayState(DisplayState.ScreenMainMenu);
|
||||
|
||||
// _currentScene = SceneManager.GetSceneByName("S2 World");
|
||||
// _previousScene = _currentScene;
|
||||
// if (_currentScene == null)
|
||||
// {
|
||||
// throw new Exception("GameManager.Start: current scene is null");
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -99,7 +80,7 @@ private void Start()
|
|||
private void HideMenuHelper()
|
||||
{
|
||||
// get all child menus in the "Menus" parent object
|
||||
foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
|
||||
foreach (var menu in GameObject.FindGameObjectsWithTag("Interfaces"))
|
||||
foreach (Transform menuChild in menu.transform)
|
||||
{
|
||||
// disable the menu if it's currently active
|
||||
|
@ -146,7 +127,7 @@ private void PauseGameHelper(DisplayState incomingState)
|
|||
HideMenuHelper();
|
||||
|
||||
// get all child menus in the "Menus" parent object
|
||||
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
|
||||
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Interfaces"))
|
||||
foreach (Transform menu in menuParent.transform)
|
||||
{
|
||||
// show the menu based on the incoming state
|
||||
|
@ -201,9 +182,6 @@ private void ResumeGameHelper(DisplayState incomingState)
|
|||
/// <param name="displayState">the game menu to show</param>
|
||||
public void SetDisplayState(DisplayState displayState)
|
||||
{
|
||||
// boolean check if we're transitioning to the same state
|
||||
var transitioning = _state == displayState;
|
||||
|
||||
// check if the game is paused or not
|
||||
if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
|
||||
{
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// </summary>
|
||||
public class OverlayCompleteUnderTimeMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayCompleteUnderTimeMenu;
|
||||
base.OnEnable();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
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guid: d90104adf847428596a24cd16d00676e
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||||
timeCreated: 1723322846
|
22
RunningLateGame/Assets/Scripts/OverlayFailedOverTimeMenu.cs
Normal file
22
RunningLateGame/Assets/Scripts/OverlayFailedOverTimeMenu.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// </summary>
|
||||
public class OverlayFailedOverTimeMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayFailedOverTimeMenu;
|
||||
base.OnEnable();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9dda88a82bad4822922db26f7f9f4266
|
||||
timeCreated: 1723322994
|
22
RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs
Normal file
22
RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 11/8/2024
|
||||
* description: TODO
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// TODO
|
||||
/// </summary>
|
||||
public class OverlayPauseMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// function to associate a display state with the menu,
|
||||
/// and subscribe button events to their respective functions
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.OverlayPauseMenu;
|
||||
base.OnEnable();
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/OverlayPauseMenu.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 06af012c6fb2403484f6b955d96c91db
|
||||
timeCreated: 1723323029
|
|
@ -71,15 +71,12 @@ private void Update()
|
|||
playerPosition.TransformDirection(Vector3.forward) * interactableDistance,
|
||||
Color.green
|
||||
);
|
||||
|
||||
|
||||
if (!_raycast) return;
|
||||
|
||||
// show an interaction prompt if we're looking at an interactable object
|
||||
var prompt = Hit.collider.GetComponent<CommonInteractable>()?.interactionPrompt;
|
||||
if (prompt != "")
|
||||
{
|
||||
Debug.Log(prompt);
|
||||
}
|
||||
if (prompt != "") Debug.Log(prompt);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
86
RunningLateGame/Assets/Scripts/ScreenMainMenu.cs
Normal file
86
RunningLateGame/Assets/Scripts/ScreenMainMenu.cs
Normal file
|
@ -0,0 +1,86 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 11/8/2024
|
||||
* description: script for handling main menu button functions
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// class managing the main menu and button function invocations
|
||||
/// </summary>
|
||||
public class ScreenMainMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to quit game
|
||||
/// </summary>
|
||||
public Button ButtonExit;
|
||||
|
||||
/// <summary>
|
||||
/// button to show the 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()
|
||||
{
|
||||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.ScreenMainMenu;
|
||||
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;
|
||||
|
||||
// get the options button from the ui root and subscribe appropriate functions
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles start button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionStartGame()
|
||||
{
|
||||
// start game
|
||||
Game.NewGame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles options button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionShowOptions()
|
||||
{
|
||||
// show the option menu
|
||||
Game.SetDisplayState(GameManager.DisplayState.ScreenOptionsMenu);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handles quit button press,
|
||||
/// signals the game manager appropriately
|
||||
/// </summary>
|
||||
private void OptionQuitGame()
|
||||
{
|
||||
// quit game
|
||||
Debug.Log("MainMenu.OptionQuitGame: exiting");
|
||||
Game.Quit();
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/ScreenMainMenu.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/ScreenMainMenu.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f7d3d52857e7418c805c0237b4c86485
|
||||
timeCreated: 1723321636
|
90
RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs
Normal file
90
RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs
Normal file
|
@ -0,0 +1,90 @@
|
|||
/*
|
||||
* author: mark joshwel
|
||||
* date: 11/8/2024
|
||||
* description: option menu script for handling credits menu button functions
|
||||
*/
|
||||
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
/// <summary>
|
||||
/// class managing the credits menu and button function invocations
|
||||
/// </summary>
|
||||
public class ScreenOptionsMenu : CommonMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// button to return to the main menu
|
||||
/// </summary>
|
||||
public Button ButtonReturn;
|
||||
|
||||
/// <summary>
|
||||
/// slider for music volume
|
||||
/// </summary>
|
||||
public Slider SliderAudioMusic;
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// set the associated state and call the base OnEnable
|
||||
associatedState = GameManager.DisplayState.ScreenOptionsMenu;
|
||||
base.OnEnable();
|
||||
|
||||
// get the start button from the ui root and subscribe appropriate functions
|
||||
ButtonReturn = UI.Q<Button>("ButtonReturn");
|
||||
ButtonReturn.clicked += PlayClick;
|
||||
ButtonReturn.clicked += OptionReturnToMainMenu;
|
||||
|
||||
// get the music slider from the ui root
|
||||
SliderAudioMusic = UI.Q<Slider>("Music");
|
||||
// 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>("SFX");
|
||||
// TODO: and set the initial value to the current sfx volume
|
||||
// SliderAudioSfx.value = Audio.GetSfxVolume() * 100;
|
||||
// and subscribe appropriate functions
|
||||
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
|
||||
/// </summary>
|
||||
/// <param name="evt"></param>
|
||||
private void OptionSetMusicVolume(ChangeEvent<float> evt)
|
||||
{
|
||||
// TODO: slider is from 0 to 100, convert to 0 to 1, and set
|
||||
// Audio.SetMusicVolume(evt.newValue / 100);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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)
|
||||
{
|
||||
// TODO: slider is from 0 to 100, convert to 0 to 1, and set
|
||||
// Audio.SetSfxVolume(evt.newValue / 100);
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/ScreenOptionsMenu.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 81b14085a75c30f4fb71c2f8c4429547
|
||||
timeCreated: 1723321636
|
Binary file not shown.
|
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|
|||
fileFormatVersion: 2
|
||||
guid: 4ed76fc5403d4cf46abb40fe85a81eeb
|
||||
TrueTypeFontImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 4
|
||||
fontSize: 16
|
||||
forceTextureCase: -2
|
||||
characterSpacing: 0
|
||||
characterPadding: 1
|
||||
includeFontData: 1
|
||||
fontNames:
|
||||
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|
||||
fallbackFontReferences: []
|
||||
customCharacters:
|
||||
fontRenderingMode: 0
|
||||
ascentCalculationMode: 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
assetBundleVariant:
|
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|
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|
|||
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||||
guid: c8274c96b92a1e04d8ff066162cf17e5
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,90 +0,0 @@
|
|||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
|
@ -1,7 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6b4df8918dfb17942b0b8b324bfc4897
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
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userData:
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assetBundleVariant:
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guid: 56fb7208f6fbf114ab41edff1fb1f106
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|
||||
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fontSize: 16
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||||
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|
||||
characterSpacing: 0
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||||
characterPadding: 1
|
||||
includeFontData: 1
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fontNames:
|
||||
- Format
|
||||
fallbackFontReferences: []
|
||||
customCharacters:
|
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fontRenderingMode: 0
|
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ascentCalculationMode: 1
|
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useLegacyBoundsCalculation: 0
|
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|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,103 +0,0 @@
|
|||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
SIL Open Font License v1.1
|
||||
====================================================
|
||||
|
||||
|
||||
Preamble
|
||||
----------
|
||||
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
|
||||
Definitions
|
||||
-------------
|
||||
|
||||
`"Font Software"` refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
`"Reserved Font Name"` refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
`"Original Version"` refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
`"Modified Version"` refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
`"Author"` refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
|
||||
Permission & Conditions
|
||||
------------------------
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1. Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2. Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3. No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4. The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5. The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
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|
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<ui:Button text="Credits" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonCredits" class="button" />
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<ui:Button text="Exit to Desktop" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonExit" class="button" />
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
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<ui:VisualElement name="MainMenu" class="bg hero" style="align-items: center; align-self: stretch; justify-content: space-around;">
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<ui:VisualElement name="Content" style="flex-grow: 1; align-self: stretch; justify-content: center; align-items: center; flex-direction: column;">
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<ui:Label tabindex="-1" text="options" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Title" style="-unity-font: url("project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.0.otf?fileID=12800000&guid=4ed76fc5403d4cf46abb40fe85a81eeb&type=3#Acrylic-1.0.0"); font-size: 80%; -unity-text-align: middle-center; -unity-font-definition: url("project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.asset?fileID=11400000&guid=c8274c96b92a1e04d8ff066162cf17e5&type=2#Acrylic-1.0"); color: rgb(255, 255, 255); margin-bottom: 5%;" />
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<ui:Slider label="Music" high-value="100" name="Music" class="slider" />
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<ui:Slider label="SFX" high-value="100" name="SFX" class="slider" style="justify-content: center;" />
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<ui:Button text="Return to Main Menu" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonReturn" class="button" style="margin-top: 3%;" />
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</ui:VisualElement>
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<ui:VisualElement name="MenuPaused" class="bg" style="align-items: center; align-self: stretch; justify-content: space-around;">
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<ui:VisualElement name="Content" style="flex-grow: 1; align-self: stretch; justify-content: center; align-items: center; flex-direction: column;">
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<ui:Label tabindex="-1" text="paused..." parse-escape-sequences="true" display-tooltip-when-elided="true" name="Title" style="-unity-font: url("project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.0.otf?fileID=12800000&guid=4ed76fc5403d4cf46abb40fe85a81eeb&type=3#Acrylic-1.0.0"); font-size: 80%; -unity-text-align: middle-center; -unity-font-definition: url("project://database/Assets/UI%20Toolkit/Fonts/Acrylic-1.0.asset?fileID=11400000&guid=c8274c96b92a1e04d8ff066162cf17e5&type=2#Acrylic-1.0"); color: rgb(255, 255, 255); margin-bottom: 5%;" />
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<ui:Button text="Resume" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonResume" class="button" />
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<ui:Button text="Exit to Desktop" parse-escape-sequences="true" display-tooltip-when-elided="true" name="ButtonExit" class="button" />
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@ -12,7 +12,8 @@ MonoBehaviour:
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-unity-font: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular.otf?fileID=12800000&guid=1db697715fb2e204e870ce11aa816c82&type=3#Format-Regular");
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-unity-font-definition: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular%20SDF.asset?fileID=11400000&guid=b6f8b9a6e0d58cf4da9701cbebda4774&type=2#Format-Regular SDF");
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border-left-color: rgba(0, 0, 0, 0);
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border-right-color: rgba(0, 0, 0, 0);
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border-top-color: rgba(0, 0, 0, 0);
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border-bottom-color: rgba(0, 0, 0, 0);
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background-color: rgba(0, 0, 0, 0);
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font-size: 300%;
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color: rgb(255, 255, 255);
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}
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.button:hover {
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color: rgb(161, 224, 255);
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}
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.button:focus {
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color: rgb(107, 206, 255);
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}
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.bg {
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background-image: none;
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-unity-background-scale-mode: scale-and-crop;
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width: 100%;
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height: 100%;
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background-color: rgba(0, 0, 0, 0.26);
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-unity-background-image-tint-color: rgba(0, 0, 0, 0);
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}
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.hero {
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background-image: none;
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-unity-background-image-tint-color: rgb(255, 255, 255);
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-unity-font: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular.otf?fileID=12800000&guid=1db697715fb2e204e870ce11aa816c82&type=3#Format-Regular");
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-unity-font-definition: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular%20SDF.asset?fileID=11400000&guid=b6f8b9a6e0d58cf4da9701cbebda4774&type=2#Format-Regular SDF");
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font-size: 300%;
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color: rgb(255, 255, 255);
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-unity-font: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular.otf?fileID=12800000&guid=1db697715fb2e204e870ce11aa816c82&type=3#Format-Regular");
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-unity-font-definition: url("project://database/Assets/UI%20Toolkit/Fonts/Format-Regular%20SDF.asset?fileID=11400000&guid=b6f8b9a6e0d58cf4da9701cbebda4774&type=2#Format-Regular SDF");
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font-size: 200%;
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text-overflow: ellipsis;
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white-space: normal;
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assetBundleVariant:
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
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@ -12,10 +12,11 @@ MonoBehaviour:
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m_ScopedRegistriesSettingsExpanded: 1
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m_DismissPreviewPackagesInUse: 1
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oneTimeWarningShown: 0
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m_Registries:
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- m_Id: main
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@ -24,20 +25,12 @@ MonoBehaviour:
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m_Scopes: []
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m_UserSelectedRegistryName:
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m_RegistryInfoDraft:
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m_ErrorMessage:
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m_IsDefault: 0
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m_Name:
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m_Url:
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m_Scopes:
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-
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@ -99,7 +99,7 @@
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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\":6}"
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"value": "{\"m_Value\":1}"
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},
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@ -119,7 +119,7 @@
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{
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@ -7,7 +7,7 @@ TagManager:
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- CinemachineTarget
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- Interactable
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- AIs
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- Menus
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- Interfaces
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layers:
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- Default
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- TransparentFX
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|
|
Reference in a new issue