Menu big update
A menu 90%-ának elkészítése a bolt és a bállítások nélkül
This commit is contained in:
8
Assets/Resources/Models/Garage.meta
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8
Assets/Resources/Models/Garage.meta
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Assets/Resources/Models/Garage/Garage menu kesz.fbx
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BIN
Assets/Resources/Models/Garage/Garage menu kesz.fbx
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106
Assets/Resources/Models/Garage/Garage menu kesz.fbx.meta
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106
Assets/Resources/Models/Garage/Garage menu kesz.fbx.meta
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14725
Assets/Scenes/Menu.unity
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14725
Assets/Scenes/Menu.unity
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File diff suppressed because it is too large
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7
Assets/Scenes/Menu.unity.meta
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7
Assets/Scenes/Menu.unity.meta
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94
Assets/Scripts/jatekmanager.cs
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Assets/Scripts/jatekmanager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Net.Sockets;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class jatekmanager : MonoBehaviour
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{
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public static jatekmanager Instance;
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public GameState State;
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public static event Action<GameState> OnGameStateChanged;
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private void Awake()
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{
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Instance = this;
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}
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private void Start()
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{
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UpdateGameState(GameState.Home);
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}
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public void UpdateGameState(GameState newState)
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{
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State = newState;
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switch (newState)
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{
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case GameState.Home:
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HandleHome();
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break;
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case GameState.Settings:
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HandleSettings();
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break;
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case GameState.Shop:
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HandleShop();
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break;
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case GameState.Game:
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HandleGame();
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break;
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case GameState.Meghaltal:
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HandleMeghaltal();
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(newState), newState, null);
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}
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OnGameStateChanged?.Invoke(newState);
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}
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public enum GameState
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{
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Home,
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Settings,
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Shop,
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Game,
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Meghaltal
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}
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private async void HandleHome()
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{
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}
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private async void HandleSettings()
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{
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}
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private async void HandleShop()
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{
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}
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private async void HandleGame()
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{
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}
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private async void HandleMeghaltal()
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{
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}
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//application target frame rate
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}
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11
Assets/Scripts/jatekmanager.cs.meta
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11
Assets/Scripts/jatekmanager.cs.meta
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25
Assets/Scripts/menumanager.cs
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25
Assets/Scripts/menumanager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine;
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public class menumanager : MonoBehaviour
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{
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public CinemachineVirtualCamera currentCamera;
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// Start is called before the first frame update
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void Start()
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{
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currentCamera.Priority++;
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}
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public void UpdateCamera(CinemachineVirtualCamera target)
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{
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currentCamera.Priority--;
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currentCamera = target;
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currentCamera.Priority++;
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}
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}
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11
Assets/Scripts/menumanager.cs.meta
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11
Assets/Scripts/menumanager.cs.meta
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44
Assets/Scripts/playbutton.cs
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44
Assets/Scripts/playbutton.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine;
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public class playbutton : MonoBehaviour
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{
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public CinemachineVirtualCamera currentCamera;
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public CinemachineTrackedDolly cinemachineTrackedDolly;
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public CinemachinePathBase.PositionUnits m_PositionUnits;
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public CinemachineTrackedDolly dolly;
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public CinemachineSmoothPath smoothPath;
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public CinemachinePath utvonal;
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public float pathPosition = 0.0f;
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public float speed = 0.2f;
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public float pathLength;
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public GameObject playButton;
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public Transform cameraTransform;
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public Vector3 cameraTransformOriginal;
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private void Start()
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{
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//CinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>;
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pathPosition = 0.0f;
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cinemachineTrackedDolly = currentCamera.GetCinemachineComponent<CinemachineTrackedDolly>();
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pathLength = utvonal.MaxPos;
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}
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public void PlayButton()
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{
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playButton.SetActive(false);
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if (pathPosition < pathLength)
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{
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pathPosition += speed;
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cinemachineTrackedDolly.m_PathPosition = pathPosition;
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//smoothPath.m_PathPosition = pathPosition;
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}
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}
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}
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11
Assets/Scripts/playbutton.cs.meta
Normal file
11
Assets/Scripts/playbutton.cs.meta
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