From 44fb498e99d7ff27004362cdb321b456888e685b Mon Sep 17 00:00:00 2001 From: LadyEbony Date: Sat, 22 Aug 2020 00:34:54 -0700 Subject: [PATCH] Added continue menu --- Assets/RealCode/GameBoardInstance.cs | 1 + .../Menu/ButtonS/ButtonContinueOption.cs | 15 + .../Menu/ButtonS/ButtonContinueOption.cs.meta | 11 + Assets/RealCode/Menu/Canvas.prefab | 1525 +++++++++++++++ Assets/RealCode/Menu/LobbySetup.cs | 2 +- Assets/RealCode/Menu/Rematch.cs | 54 + Assets/RealCode/Menu/Rematch.cs.meta | 11 + .../Board Render/BoardRender Menu.unity | 1676 +++++++++++++++++ .../Board Render/BoardRender Menu.unity.meta | 7 + .../Menu/menu_button-unselected_flat.png | Bin 0 -> 58087 bytes .../Menu/menu_button-unselected_flat.png.meta | 91 + 11 files changed, 3392 insertions(+), 1 deletion(-) create mode 100644 Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs create mode 100644 Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs.meta create mode 100644 Assets/RealCode/Menu/Rematch.cs create mode 100644 Assets/RealCode/Menu/Rematch.cs.meta create mode 100644 Assets/Scenes/Board Render/BoardRender Menu.unity create mode 100644 Assets/Scenes/Board Render/BoardRender Menu.unity.meta create mode 100644 Assets/Scenes/Menu/menu_button-unselected_flat.png create mode 100644 Assets/Scenes/Menu/menu_button-unselected_flat.png.meta diff --git a/Assets/RealCode/GameBoardInstance.cs b/Assets/RealCode/GameBoardInstance.cs index cc6f553..f929d1d 100644 --- a/Assets/RealCode/GameBoardInstance.cs +++ b/Assets/RealCode/GameBoardInstance.cs @@ -19,6 +19,7 @@ public class GameBoardInstance : MonoBehaviour { } public void SetupGame(){ + if (NetworkManager.inRoom){ var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID); var p1 = players.ElementAt(0); diff --git a/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs b/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs new file mode 100644 index 0000000..fc794f3 --- /dev/null +++ b/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ButtonContinueOption : ButtonOnClick { + + public int option; + + public override void OnClick() { + if (GameTransition.Instance.state == GameState.Continue){ + Rematch.Instance.SelectOption(option); + } + } + +} diff --git a/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs.meta b/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs.meta new file mode 100644 index 0000000..5d05608 --- /dev/null +++ b/Assets/RealCode/Menu/ButtonS/ButtonContinueOption.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22272928c157b2445b238da54d3d2d59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/RealCode/Menu/Canvas.prefab b/Assets/RealCode/Menu/Canvas.prefab index d8d59c1..8df1844 100644 --- a/Assets/RealCode/Menu/Canvas.prefab +++ b/Assets/RealCode/Menu/Canvas.prefab @@ -1,5 +1,247 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &106904149 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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readyCheck2.localRotation = Quaternion.RotateTowards(readyCheck1.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); + readyCheck2.localRotation = Quaternion.RotateTowards(readyCheck2.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); readyImage2.color = pready ? Color.green : Color.red; } else { GameBoardInstance.instance.player2.authorityID = -1; diff --git a/Assets/RealCode/Menu/Rematch.cs b/Assets/RealCode/Menu/Rematch.cs new file mode 100644 index 0000000..cc1dd71 --- /dev/null +++ b/Assets/RealCode/Menu/Rematch.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class Rematch : MonoBehaviour { + + public static Rematch Instance { get; private set; } + + public GameObject[] buttons; + public TextMeshProUGUI continueTextMesh; + public string continueKey, waitKey; + + public Image continueBar; + public float continueDuration = 10f; + private float continueTime; + + private void Awake() { + Instance = this; + } + + private void Update() { + if (GameTransition.Instance.state == GameState.Continue){ + var delta = Mathf.Clamp01(1f - (Time.time - continueTime) / continueDuration); + + continueBar.fillAmount = delta; + + if (delta <= 0f && 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