Added continue menu

This commit is contained in:
LadyEbony 2020-08-22 00:34:54 -07:00
parent 586098b3cf
commit 44fb498e99
11 changed files with 3392 additions and 1 deletions

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@ -19,6 +19,7 @@ public class GameBoardInstance : MonoBehaviour {
} }
public void SetupGame(){ public void SetupGame(){
if (NetworkManager.inRoom){ if (NetworkManager.inRoom){
var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID); var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID);
var p1 = players.ElementAt(0); var p1 = players.ElementAt(0);

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@ -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);
}
}
}

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@ -0,0 +1,11 @@
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@ -58,7 +58,7 @@ public class LobbySetup : MonoBehaviour {
GameBoardInstance.instance.player2.authorityID = p2.ID; GameBoardInstance.instance.player2.authorityID = p2.ID;
} }
var pready = PlayerProperties.lobbyStatus.Get(p2); var pready = PlayerProperties.lobbyStatus.Get(p2);
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; readyImage2.color = pready ? Color.green : Color.red;
} else { } else {
GameBoardInstance.instance.player2.authorityID = -1; GameBoardInstance.instance.player2.authorityID = -1;

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@ -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 && PlayerProperties.playerResponse.GetLocal() == -1){
PlayerProperties.playerResponse.SetLocal(2);
}
}
}
public void Setup(){
foreach(var b in buttons){
b.SetActive(true);
}
continueTextMesh.text = Localization.GetString(continueKey);
continueBar.fillAmount = 1f;
continueTime = Time.time;
}
public void SelectOption(int i){
PlayerProperties.playerResponse.SetLocal(i);
foreach(var b in buttons){
b.SetActive(false);
}
continueTextMesh.text = Localization.GetString(waitKey);
}
}

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