jump-out-of-the-world/Assets/Scripts/ButtonEventHandler.cs

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/*
zlib License
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(C) 2022-2023 Lucas
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
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using UnityEngine;
using UnityEngine.SceneManagement;
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using Gravitons.UI.Modal;
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public class ButtonEventHandler : MonoBehaviour
{
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private bool isDialogExists = false;
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private void Start()
{
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// Do some initialization
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Screen.orientation = ScreenOrientation.LandscapeLeft;
Screen.autorotateToLandscapeLeft = true;
Screen.autorotateToLandscapeRight = true;
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Screen.autorotateToLandscapeRight = true;
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Screen.autorotateToPortrait = false;
Screen.autorotateToPortraitUpsideDown = false;
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// Frame rate setting
if (Application.isMobilePlatform)
Application.targetFrameRate = 120;
else
QualitySettings.vSyncCount = 1;
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}
public void OnStart()
{
SceneManager.LoadScene("MainScene");
}
public void OnQuit()
{
Application.Quit();
}
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public void OnUpdateLog()
{
if (isDialogExists) return;
var updateLog = Resources.Load<TextAsset>("Texts/UpdateLog").text;
var aboutGame = Resources.Load<TextAsset>("Texts/AboutGame").text;
ModalManager.Show("关于游戏&更新日志",
"更新日志:\n" + updateLog + "\n关于游戏\n" + aboutGame,
new[] { new ModalButton()
{
Text = "OK" ,
Callback = delegate
{
isDialogExists = false;
}
} });
isDialogExists = true;
}
public void OnRankButtonTriggered() => SceneManager.LoadScene("RankingScene");
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}