BITFALL/Assets/Artists/Scripts/UX/UXMenu.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using System.Security.Policy;
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using BITFALL.Game;
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using UnityEngine;
using UnityEngine.InputSystem;
using BITKit;
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using BITKit.Game;
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using BITKit.SceneManagement;
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using BITKit.UX;
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using INetClient = BITKit.INetClient;
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using Cysharp.Threading.Tasks;
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using UnityEngine.UIElements;
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namespace BITFALL.UX
{
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public class UXMenu : UIToolKitPanel
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{
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[Header(Constant.Header.Services)]
[SerializeReference, SubclassSelector] private IReference[] mapTags;
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[Header(Constant.Header.Providers)]
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[SerializeReference, SubclassSelector] private ISceneService SceneService;
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[Header(Constant.Header.Components)]
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[SerializeField] private UXButton playButton;
[SerializeField] private UXButton stopButton;
[SerializeField] private UXButton exitButton;
[SerializeField] private UXButton returnButton;
[SerializeField] private UXImage backgroundImage;
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[SerializeField] private UXDropdown mapDropdown;
[Header(Constant.Header.Providers)]
[SerializeReference,SubclassSelector] private IGameService gameService;
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[Header(Constant.Header.Input)]
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[SerializeField] private InputActionReference returnAction;
[SerializeField] private InputActionReference inventoryAction;
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protected override void Start()
{
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inputActionGroup.RegisterCallback(returnAction, OnReturn);
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inputActionGroup.RegisterCallback(inventoryAction, OnReturn);
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SceneService.OnLoadScene +=(_)=> OnConnected();
SceneService.OnUnloadScene +=(_)=>
{
Entry();
OnDisconnected();
};
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OnDisconnected();
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var tags = mapTags.Select(x => x.Value).ToArray();
mapDropdown.visualElement.choices = SceneService.GetScenes(tags).ToList();
mapDropdown.visualElement.RegisterValueChangedCallback(x =>
{
gameService.ExpectMap = x.newValue;
});
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}
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private void OnConnected()
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{
backgroundImage.SetActive(false);
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playButton.SetActive(false);
stopButton.SetActive(true);
exitButton.SetActive(false);
returnButton.SetActive(true);
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}
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private void OnDisconnected()
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{
backgroundImage.SetActive(true);
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playButton.SetActive(true);
stopButton.SetActive(false);
exitButton.SetActive(true);
returnButton.SetActive(false);
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}
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private void OnReturn(InputAction.CallbackContext context)
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{
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if (context.ReadValueAsButton())
{
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UXService.Entry<UXHud>();
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}
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}
}
}