caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using HeavenStudio.Editor;
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namespace HeavenStudio.Common
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{
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public class SettingsDialog : Dialog
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{
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[SerializeField] private TMP_Text BuildDateDisplay;
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[SerializeField] private TabsManager tabsManager;
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[SerializeField] private TabsManager.TabsEntry[] tabs;
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private void Start() {}
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public void SwitchSettingsDialog()
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{
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if(dialog.activeSelf) {
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dialog.SetActive(false);
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PersistentDataManager.SaveSettings();
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tabsManager.CleanTabs();
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if (Editor.Editor.instance == null) return;
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Editor.Editor.instance.canSelect = true;
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Editor.Editor.instance.inAuthorativeMenu = false;
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} else {
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ResetAllDialogs();
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dialog.SetActive(true);
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tabsManager.GenerateTabs(tabs);
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BuildDateDisplay.text = GlobalGameManager.buildTime;
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if (Editor.Editor.instance == null) return;
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Editor.Editor.instance.canSelect = false;
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Editor.Editor.instance.inAuthorativeMenu = true;
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}
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}
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private void Update() {}
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}
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} |