Menu big update

A menu 90%-ának elkészítése a bolt és a bállítások nélkül
This commit is contained in:
bance
2023-03-16 16:43:31 +01:00
parent 8dc0ae98fb
commit fc77728e07
16 changed files with 15777 additions and 731 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Net.Sockets;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class jatekmanager : MonoBehaviour
{
public static jatekmanager Instance;
public GameState State;
public static event Action<GameState> OnGameStateChanged;
private void Awake()
{
Instance = this;
}
private void Start()
{
UpdateGameState(GameState.Home);
}
public void UpdateGameState(GameState newState)
{
State = newState;
switch (newState)
{
case GameState.Home:
HandleHome();
break;
case GameState.Settings:
HandleSettings();
break;
case GameState.Shop:
HandleShop();
break;
case GameState.Game:
HandleGame();
break;
case GameState.Meghaltal:
HandleMeghaltal();
break;
default:
throw new ArgumentOutOfRangeException(nameof(newState), newState, null);
}
OnGameStateChanged?.Invoke(newState);
}
public enum GameState
{
Home,
Settings,
Shop,
Game,
Meghaltal
}
private async void HandleHome()
{
}
private async void HandleSettings()
{
}
private async void HandleShop()
{
}
private async void HandleGame()
{
}
private async void HandleMeghaltal()
{
}
//application target frame rate
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class menumanager : MonoBehaviour
{
public CinemachineVirtualCamera currentCamera;
// Start is called before the first frame update
void Start()
{
currentCamera.Priority++;
}
public void UpdateCamera(CinemachineVirtualCamera target)
{
currentCamera.Priority--;
currentCamera = target;
currentCamera.Priority++;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class playbutton : MonoBehaviour
{
public CinemachineVirtualCamera currentCamera;
public CinemachineTrackedDolly cinemachineTrackedDolly;
public CinemachinePathBase.PositionUnits m_PositionUnits;
public CinemachineTrackedDolly dolly;
public CinemachineSmoothPath smoothPath;
public CinemachinePath utvonal;
public float pathPosition = 0.0f;
public float speed = 0.2f;
public float pathLength;
public GameObject playButton;
public Transform cameraTransform;
public Vector3 cameraTransformOriginal;
private void Start()
{
//CinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>;
pathPosition = 0.0f;
cinemachineTrackedDolly = currentCamera.GetCinemachineComponent<CinemachineTrackedDolly>();
pathLength = utvonal.MaxPos;
}
public void PlayButton()
{
playButton.SetActive(false);
if (pathPosition < pathLength)
{
pathPosition += speed;
cinemachineTrackedDolly.m_PathPosition = pathPosition;
//smoothPath.m_PathPosition = pathPosition;
}
}
}

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