Commit d96213fa authored by 18신대성's avatar 18신대성

세팅버튼, 종료버튼 및 배경UI 만듬

parent bfcf05cb
This diff is collapsed.
......@@ -6,7 +6,7 @@ TextureImporter:
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......@@ -6,7 +6,7 @@ TextureImporter:
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......@@ -6,7 +6,7 @@ TextureImporter:
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......@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.Rendering.PostProcessing;
public class GameManager : SingletonBehaviour<GameManager>
{
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public void BackToStageSelect()
{
Destroy(FindObjectOfType<StageSelector>().gameObject);
StageSelector.inst.GetComponent<Canvas>().enabled = true;
StageSelector.inst.RefreshStageUI();
SceneManager.LoadScene("SelectStage");
}
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StartCoroutine(RestartStage());
}
void AdjustSettings()
{
FindObjectOfType<PostProcessVolume>().enabled = StageSelector.inst.gameSettings["postProcessing"];
Camera.main.GetComponent<PostProcessLayer>().enabled = StageSelector.inst.gameSettings["postProcessing"];
}
// Start is called before the first frame update
void Start()
{
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stageStrIdx = StageSelector.selectedStage;
currentStage = Resources.Load<TextAsset>("Stages/" + "stage" + StageSelector.selectedStage);
if (MapManager.inst.emptyMap != null) StartStage();
AdjustSettings();
//Destroy(FindObjectOfType<StageSelector>().gameObject);
}
}
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public class StageSelector : SingletonBehaviour<StageSelector>
{
public bool isLoaded = false;
public static string selectedStage;
public static string nextStage;
public TextAsset[] stage;
public List<string> stageIdxs = new List<string>();
public int stageIdx;
public Dictionary<string, bool> gameSettings = new Dictionary<string, bool>()
{
{ "postProcessing", true },
{ "sound", true }
};
[Header("맵 추가시 반드시 바꿔줘야하는 값.각 카테고리마다의 스테이지 수")]
public int[] categoryCounts; // 맵 추가시 반드시 바꿔줘야하는 값. 각 카테고리마다의 스테이지 수
......@@ -35,6 +41,11 @@ public class StageSelector : SingletonBehaviour<StageSelector>
int maxRow = 8; // y-=155
private Vector3 generatePoint = new Vector3(-470, -220); // x+=160
private Vector3 titleGeneratePoint = new Vector3(-770, -220);
private List<Image> buttons = new List<Image>();
[Header("기타 다른 메뉴세팅들")]
public GameObject mainScreen;
public GameObject optionScreen;
public void GenerateStageUI()
{
......@@ -52,6 +63,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
for (int j = 0; j < categoryCounts[i]; j++)
{
var uiInst = Instantiate(buttonUI, scrollTransform);
buttons.Add(uiInst.GetComponent<Image>());
var uiText = uiInst.GetComponentInChildren<Text>();
string uiStage = (i + 1) + "_" + (j + 1);
stageIdxs.Add(uiStage);
......@@ -103,6 +115,58 @@ public class StageSelector : SingletonBehaviour<StageSelector>
}
}
public void RefreshStageUI()
{
int isColorSel = 1;
for (int i = 0; i < categoryCounts.Length; i++)
{
for (int j = 0; j < categoryCounts[i]; j++)
{
string uiStage = (i + 1) + "_" + (j + 1);
int uiIdx = -1;
for (int k = 0; k < stageIdxs.Count; k++)
{
if (stageIdxs[k] == uiStage)
{
uiIdx = k;
break;
}
}
if (uiIdx >= 0)
{
if (playerData.isCleared.ContainsKey(uiStage) && playerData.isCleared[uiStage])
{
if (isColorSel < 0)
{
buttons[uiIdx].sprite = tutorialTrue;
buttons[uiIdx].GetComponentInChildren<Text>().color = tutorialTrueColor;
}
else
{
buttons[uiIdx].sprite = mainTrue;
buttons[uiIdx].GetComponentInChildren<Text>().color = mainTrueColor;
}
}
else
{
if (isColorSel < 0)
{
buttons[uiIdx].sprite = tutorialFalse;
buttons[uiIdx].GetComponentInChildren<Text>().color = tutorialFalseColor;
}
else
{
buttons[uiIdx].sprite = mainFalse;
buttons[uiIdx].GetComponentInChildren<Text>().color = mainFalseColor;
}
}
}
}
isColorSel *= -1;
}
}
public void StartSelectedStage(string stageStr, string nextStr, int stageIdx)
{
selectedStage = stageStr;
......@@ -143,14 +207,36 @@ public class StageSelector : SingletonBehaviour<StageSelector>
}
}
public void ResetClearData()
{
Debug.Log("Reset Clear Data");
playerData = new ClearData();
SaveClearData();
RefreshStageUI();
}
public class ClearData
{
public Dictionary<string, bool> isCleared = new Dictionary<string, bool>();
}
public void ToggleSetting(string key)
{
if (gameSettings.ContainsKey(key))
{
gameSettings[key] = !gameSettings[key];
}
else Debug.LogError("gameSettings have no key with name " + key);
}
void Awake()
{
if (!inst.isLoaded)
{
DontDestroyOnLoad(this);
isLoaded = true;
}
else Destroy(gameObject);
stage = Resources.LoadAll<TextAsset>("Stages");
LoadClearData();
}
......@@ -161,4 +247,12 @@ public class StageSelector : SingletonBehaviour<StageSelector>
GenerateStageUI();
selectedStage = "0_0";
}
void OnEnable()
{
if (inst.isLoaded)
{
mainScreen.SetActive(false);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MainScreenControl : MonoBehaviour
{
public GameObject mainScreen;
public GameObject settingMenu;
public GameObject offMenu;
public bool isSettingMenuOn = false;
public bool isTurnOffMenuOn = false;
IEnumerator Darker(bool showMain)
{
Image backImg = mainScreen.GetComponent<Image>();
Image[] textImgs = mainScreen.GetComponentsInChildren<Image>();
textImgs[0] = textImgs[2];
float startTime = Time.time;
Color alphaPos = new Color(0, 0, 0, 1);
Color colorPos = new Color(1, 1, 1, 0);
yield return null;
if (showMain)
{
mainScreen.SetActive(true);
while (startTime + 1 > Time.time)
{
backImg.color += Time.deltaTime * alphaPos;
yield return new WaitForEndOfFrame();
}
while (startTime + 1.5f > Time.time)
{
backImg.color += Time.deltaTime * colorPos * 2;
foreach (var text in textImgs) text.color += Time.deltaTime * (colorPos + alphaPos) * 2;
yield return new WaitForEndOfFrame();
}
backImg.color = colorPos + alphaPos;
foreach (var text in textImgs) text.color = colorPos + alphaPos;
}
else
{
while (startTime + 1 > Time.time)
{
backImg.color -= Time.deltaTime * colorPos;
textImgs[1].color -= Time.deltaTime * colorPos;
yield return new WaitForEndOfFrame();
}
while (startTime + 1.5f > Time.time)
{
textImgs[0].color -= Time.deltaTime * colorPos * 2;
yield return new WaitForEndOfFrame();
}
foreach (var text in textImgs) text.color = 0 * colorPos;
yield return new WaitForSeconds(0.5f);
startTime = Time.time;
while (startTime + 0.5f > Time.time)
{
backImg.color -= Time.deltaTime * alphaPos * 2;
yield return new WaitForEndOfFrame();
}
backImg.color = 0 * colorPos;
mainScreen.SetActive(false);
}
}
public void ShowMainScreen()
{
StartCoroutine(Darker(true));
}
public void HideMainScreen()
{
StartCoroutine(Darker(false));
}
public void ToggleTurnOffMenu(bool forceOff = false)
{
if (forceOff || isTurnOffMenuOn)
{
offMenu.SetActive(false);
isTurnOffMenuOn = false;
}
else
{
offMenu.SetActive(true);
isTurnOffMenuOn = true;
}
}
public void TurnOff()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
public void ToggleSettingMenu(bool forceOff = false)
{
if (forceOff || isSettingMenuOn)
{
settingMenu.SetActive(false);
isSettingMenuOn = false;
}
else
{
settingMenu.SetActive(true);
isSettingMenuOn = true;
}
}
}
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