貌似还有一些文件忘了加入版本控制,一起提交了
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开发者:Lucas
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项目主页:
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https://gitme.fun/lucas8485/jump-out-of-the-world
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本人不具有美术素材的版权,如有侵权请联系我更换
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本项目基于zlib协议开源
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3.4版本
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1.修复了按暂停按钮时误触跳跃的问题
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2.新增关于游戏和更新日志界面
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@ -0,0 +1,82 @@
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/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GamePauseController : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
private bool pauseState = false;
|
||||
private GameObject pauseMenuInstance = null;
|
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private AudioSource audioSource;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
pauseMenuInstance = GameObject.FindGameObjectWithTag("PauseMenu");
|
||||
pauseMenuInstance.SetActive(false);
|
||||
|
||||
// Get Music Component
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Add: For Keyboard Users use "ESC" To Pause
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.Escape) || Input.GetKeyUp(KeyCode.Escape))
|
||||
{
|
||||
OnPauseTriggered();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPauseTriggered()
|
||||
{
|
||||
pauseState = true; SetPauseState();
|
||||
pauseMenuInstance.SetActive(true);
|
||||
audioSource.Pause();
|
||||
}
|
||||
|
||||
private void SetPauseState() => Time.timeScale = pauseState ? 0 : 1;
|
||||
|
||||
public void OnResumeButtonTriggered()
|
||||
{
|
||||
pauseMenuInstance.SetActive(false);
|
||||
pauseState = false;
|
||||
audioSource.Play();
|
||||
SetPauseState();
|
||||
}
|
||||
|
||||
public void OnRestartButtonTriggered()
|
||||
{
|
||||
SceneManager.LoadScene("MainScene");
|
||||
pauseState = false;
|
||||
SetPauseState();
|
||||
}
|
||||
|
||||
public void OnMainMenuButtonTriggered()
|
||||
{
|
||||
SceneManager.LoadScene("StartupScene");
|
||||
pauseState = false;
|
||||
SetPauseState();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,59 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GenericModal : Modal
|
||||
{
|
||||
[Tooltip("Modal title")]
|
||||
[SerializeField] protected Text m_Title;
|
||||
[Tooltip("Modal body")]
|
||||
[SerializeField] protected Text m_Body;
|
||||
[Tooltip("Buttons in the modal")]
|
||||
[SerializeField] protected Button[] m_Buttons;
|
||||
|
||||
/// <summary>
|
||||
/// Deactivate buttons in awake
|
||||
/// </summary>
|
||||
public void Awake()
|
||||
{
|
||||
for (int i = 0; i < m_Buttons.Length; i++)
|
||||
{
|
||||
m_Buttons[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Show(ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
GenericModalContent content = (GenericModalContent) modalContent;
|
||||
m_Title.text = content.Title;
|
||||
m_Body.text = content.Body;
|
||||
|
||||
//Activate buttons and populate properties
|
||||
for (int i = 0; i < modalButton.Length; i++)
|
||||
{
|
||||
if (i >= m_Buttons.Length)
|
||||
{
|
||||
Debug.LogError($"Maximum number of buttons of this modal is {m_Buttons.Length}. But {modalButton.Length} ModalButton was given. To display all buttons increase the size of the button array to at least {modalButton.Length}");
|
||||
return;
|
||||
}
|
||||
m_Buttons[i].gameObject.SetActive(true);
|
||||
m_Buttons[i].GetComponentInChildren<Text>().text = modalButton[i].Text;
|
||||
int index = i; //Closure
|
||||
m_Buttons[i].onClick.AddListener(() =>
|
||||
{
|
||||
if (modalButton[index].Callback != null)
|
||||
{
|
||||
modalButton[index].Callback();
|
||||
}
|
||||
|
||||
if (modalButton[index].CloseModalOnClick)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
m_Buttons[index].onClick.RemoveAllListeners();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: e93211960da8240fba593d172588d42d
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,14 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
public class GenericModalContent : ModalContentBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Title text of the modal
|
||||
/// </summary>
|
||||
public string Title { get; set; }
|
||||
/// <summary>
|
||||
/// Body text of the modal
|
||||
/// </summary>
|
||||
public string Body { get; set; }
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0908f33e231f437faa76cd62eda03854
|
||||
timeCreated: 1594688226
|
|
@ -0,0 +1,136 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GlobalGameDataManager : MonoBehaviour
|
||||
{
|
||||
// Global
|
||||
public struct GameData
|
||||
{
|
||||
public string name;
|
||||
public int meters;
|
||||
}
|
||||
|
||||
private static GameData[] _gameDatas; // For Ranking Use
|
||||
private static string _dataPath;
|
||||
private static bool _initialized = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var flag = false;
|
||||
if (_initialized) return;
|
||||
_gameDatas = new GameData[4];
|
||||
_dataPath = Application.persistentDataPath + "/rank.dat";
|
||||
// Read from file
|
||||
if (File.Exists(_dataPath))
|
||||
{
|
||||
// Read 3 Lines from local data
|
||||
using var streamReader = new StreamReader(_dataPath);
|
||||
for (var i = 0; i < 3; ++i)
|
||||
{
|
||||
try
|
||||
{
|
||||
var temp = streamReader.ReadLine()!.Split(' ');
|
||||
_gameDatas[i].name = temp[0];
|
||||
_gameDatas[i].meters = int.Parse(temp[1]);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
print(e);
|
||||
print(_dataPath);
|
||||
flag = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
if (File.Exists(_dataPath))
|
||||
File.Delete(_dataPath);
|
||||
File.Create(_dataPath);
|
||||
_gameDatas = new GameData[4];
|
||||
for (var i = 0; i < 4; ++i)
|
||||
{
|
||||
_gameDatas[i].name = "Unknown";
|
||||
_gameDatas[i].meters = 0;
|
||||
}
|
||||
}
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
public static bool NeedUpdateName(int score)
|
||||
{
|
||||
RecentScore = score;
|
||||
var tmpArray = new int[4];
|
||||
for (var i = 0; i < 3; ++i)
|
||||
tmpArray[i] = _gameDatas[i].meters;
|
||||
tmpArray[3] = score;
|
||||
Array.Sort(tmpArray, (lhs, rhs) => rhs - lhs);
|
||||
return score != tmpArray[3];
|
||||
}
|
||||
|
||||
public static void UpdateGameData(GameData data)
|
||||
{
|
||||
// First, place New GameData in the back of the array
|
||||
_gameDatas[3] = data;
|
||||
// Then, sort _gameData according to meters
|
||||
Array.Sort(_gameDatas, (lhs, rhs) => rhs.meters - lhs.meters);
|
||||
WriteGameData();
|
||||
}
|
||||
|
||||
private static void WriteGameData()
|
||||
{
|
||||
using var streamWriter = new StreamWriter(_dataPath, false);
|
||||
for (var i = 0; i < 3; ++i)
|
||||
{
|
||||
streamWriter.WriteLine(_gameDatas[i].name + ' ' + _gameDatas[i].meters);
|
||||
}
|
||||
}
|
||||
|
||||
// Call this only in MainScene
|
||||
public static int GetScore()
|
||||
{
|
||||
var distanceText = GameObject.FindGameObjectWithTag("DistanceText");
|
||||
var score = distanceText.GetComponent<Text>().text;
|
||||
var result = int.Parse(score[9..^1]);
|
||||
print(result);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static IEnumerable<GameData> GameDataList
|
||||
{
|
||||
get
|
||||
{
|
||||
var list = new List<GameData>();
|
||||
for (var i = 0; i < 3; ++i)
|
||||
list.Add(_gameDatas[i]);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
public static int RecentScore { get; private set; }
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4350b309d6e293c45afd5b6d6eee2b8a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,26 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for all modals
|
||||
/// </summary>
|
||||
public abstract class Modal : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Closes this modal
|
||||
/// </summary>
|
||||
public virtual void Close()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the modal with the given content
|
||||
/// </summary>
|
||||
/// <param name="modalContent">Content to show</param>
|
||||
/// <param name="modalButton">Button properties</param>
|
||||
public abstract void Show(ModalContentBase modalContent, ModalButton[] modalButton);
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6815739167984067a9f1ed4f968fa216
|
||||
timeCreated: 1588481409
|
|
@ -0,0 +1,30 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// Base wrapper class for button properties
|
||||
/// </summary>
|
||||
public class ModalButton
|
||||
{
|
||||
/// <summary>
|
||||
/// The text to show on the button
|
||||
/// </summary>
|
||||
public string Text { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The callback function that will be called when the button is clicked
|
||||
/// </summary>
|
||||
public Action Callback { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// When set to true, modal will close automatically if the button is clicked
|
||||
/// </summary>
|
||||
public bool CloseModalOnClick
|
||||
{
|
||||
get { return m_CloseModalOnClick; }
|
||||
set { m_CloseModalOnClick = value; }
|
||||
}
|
||||
private bool m_CloseModalOnClick = true;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: badd153ada9c4994a8147431edd63235
|
||||
timeCreated: 1594688123
|
|
@ -0,0 +1,10 @@
|
|||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for all modal content
|
||||
/// </summary>
|
||||
public class ModalContentBase
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8f649a69102c42eeabfa039580aec835
|
||||
timeCreated: 1594688191
|
|
@ -0,0 +1,17 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 2d0546ab0a7d4bedb6c268df36568fe6, type: 3}
|
||||
m_Name: ModalDatabase
|
||||
m_EditorClassIdentifier:
|
||||
m_ModalData:
|
||||
- identifier: Default
|
||||
prefab: {fileID: 5513016382538558187, guid: 6c18aa9b053414f8c9d8f507cdc60faf, type: 3}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0a7a0471e8ec343f496fb105fc95a79a
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,29 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
[CreateAssetMenu(fileName = "New Modal Database", menuName = "Gravitons/UI/Modal Database", order = 0)]
|
||||
public class ModalDatabase : ScriptableObject
|
||||
{
|
||||
[SerializeField] protected ModalData[] m_ModalData;
|
||||
|
||||
public GameObject GetModal(string identifier)
|
||||
{
|
||||
for (int i = 0; i < m_ModalData.Length; i++)
|
||||
{
|
||||
if (m_ModalData[i].identifier == identifier)
|
||||
{
|
||||
return m_ModalData[i].prefab;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class ModalData
|
||||
{
|
||||
public string identifier;
|
||||
public GameObject prefab;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2d0546ab0a7d4bedb6c268df36568fe6
|
||||
timeCreated: 1594670934
|
|
@ -0,0 +1,88 @@
|
|||
using System;
|
||||
|
||||
namespace Gravitons.UI.Modal
|
||||
{
|
||||
using UnityEngine;
|
||||
|
||||
public class ModalManager : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The modal database reference, all modals will be retrieved from this database")]
|
||||
[SerializeField] protected ModalDatabase m_ModalDatabase;
|
||||
[Tooltip("The identifier of the default modal")]
|
||||
[SerializeField] protected string m_DefaultIdentifier = "Default";
|
||||
|
||||
private static ModalManager s_Instance;
|
||||
|
||||
private static ModalManager Instance
|
||||
{
|
||||
get { return s_Instance; }
|
||||
}
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
s_Instance = this;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
s_Instance = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a generic (default) modal
|
||||
/// </summary>
|
||||
/// <param name="title">Modal title</param>
|
||||
/// <param name="body">Modal body</param>
|
||||
/// <param name="buttons">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
public static Modal Show(string title, string body, ModalButton[] buttons)
|
||||
{
|
||||
return Instance.InternalShow(Instance.m_DefaultIdentifier, new GenericModalContent(){ Title = title, Body = body} , buttons);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a modal with the specified identifier
|
||||
/// </summary>
|
||||
/// <param name="identifier">The identifier of the modal to show</param>
|
||||
/// <param name="modalContent">The content to show in the modal</param>
|
||||
/// <param name="modalButton">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
public static Modal Show(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
return Instance.InternalShow(identifier, modalContent, modalButton);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows a generic (default) modal
|
||||
/// </summary>
|
||||
/// <param name="identifier">The identifier of the modal to show</param>
|
||||
/// <param name="modalContent">The content to show in the modal</param>
|
||||
/// <param name="modalButton">Modal button properties</param>
|
||||
/// <returns>The modal instantiated</returns>
|
||||
private Modal InternalShow(string identifier, ModalContentBase modalContent, ModalButton[] modalButton)
|
||||
{
|
||||
GameObject modalObj = m_ModalDatabase.GetModal(identifier);
|
||||
if (modalObj == null)
|
||||
{
|
||||
Debug.LogError("Error! Failed to get a modal prefab with the identifier: " + identifier + ". Ensure that the identifier matches the one in the database");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject clone = Instantiate(modalObj, transform);
|
||||
var modal = clone.GetComponent<Modal>();
|
||||
modal.Show(modalContent, modalButton);
|
||||
return modal;
|
||||
}
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
/// <summary>
|
||||
/// Reset the static variables for domain reloading.
|
||||
/// </summary>
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void DomainReset()
|
||||
{
|
||||
s_Instance = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a7306f08e63c6438bb035b4447e6805b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,45 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class NameSubmitManager : MonoBehaviour
|
||||
{
|
||||
private InputField inputField;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
inputField = GameObject.FindGameObjectWithTag("Text").GetComponent<InputField>();
|
||||
}
|
||||
|
||||
public void OnSubmitNameTriggered()
|
||||
{
|
||||
GlobalGameDataManager.GameData data;
|
||||
data.meters = GlobalGameDataManager.RecentScore;
|
||||
data.name = inputField.text;
|
||||
GlobalGameDataManager.UpdateGameData(data);
|
||||
SceneManager.LoadScene("SettlementScene");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1a739449aec85eb42ad0fe8e6ad32f4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class RankSceneController : MonoBehaviour
|
||||
{
|
||||
private Text rankText;
|
||||
|
||||
private string INTToChineseCharacter(int integer)
|
||||
{
|
||||
switch (integer)
|
||||
{
|
||||
case 1:
|
||||
return "一";
|
||||
case 2:
|
||||
return "二";
|
||||
case 3:
|
||||
return "三";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
rankText = GameObject.FindGameObjectWithTag("Text").GetComponent<Text>();
|
||||
var gameDataList = GlobalGameDataManager.GameDataList;
|
||||
var stringBuilder = new StringBuilder();
|
||||
|
||||
var i = 1;
|
||||
foreach (var data in gameDataList)
|
||||
{
|
||||
stringBuilder.Append("第");
|
||||
stringBuilder.Append(INTToChineseCharacter(i));
|
||||
stringBuilder.Append("名: ");
|
||||
stringBuilder.Append(data.name);
|
||||
stringBuilder.Append("\n成绩:");
|
||||
stringBuilder.Append(data.meters + "m\n");
|
||||
++i;
|
||||
}
|
||||
|
||||
rankText.text = stringBuilder.ToString();
|
||||
}
|
||||
|
||||
public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: df53928452b20064f90a9b6e4cb1914a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,41 @@
|
|||
/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
*/
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SettlementSceneController : MonoBehaviour
|
||||
{
|
||||
private Text meterText;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
meterText = GameObject.FindGameObjectWithTag("DistanceText").GetComponent<Text>();
|
||||
meterText.text = GlobalGameDataManager.RecentScore + "m";
|
||||
}
|
||||
|
||||
public void OnRestartButtonTriggered() => SceneManager.LoadScene("MainScene");
|
||||
|
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public void OnMainMenuButtonTriggered() => SceneManager.LoadScene("StartupScene");
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}
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/*
|
||||
zlib License
|
||||
|
||||
跳出一方天地 (C) 2022-2023 Lucas
|
||||
|
||||
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.
|
||||
|
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Permission is granted to anyone to use this software for any purpose,
|
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including commercial applications, and to alter it and redistribute it
|
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freely, subject to the following restrictions:
|
||||
|
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1.The origin of this software must not be misrepresented; you must not
|
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claim that you wrote the original software. If you use this software
|
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in a product, an acknowledgment in the product documentation would be
|
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appreciated but is not required.
|
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2. Altered source versions must be plainly marked as such, and must not be
|
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misrepresented as being the original software.
|
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3. This notice may not be removed or altered from any source distribution.
|
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*/
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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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{
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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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}
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void Update()
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{
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}
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allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Windows Store Apps
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"EnableBurstCompilation": true,
|
||||
"EnableOptimisations": true,
|
||||
"EnableSafetyChecks": false,
|
||||
"EnableDebugInAllBuilds": false,
|
||||
"CpuMinTargetX32": 0,
|
||||
"CpuMaxTargetX32": 0,
|
||||
"CpuMinTargetX64": 0,
|
||||
"CpuMaxTargetX64": 0,
|
||||
"OptimizeFor": 0
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue