Commit uncommited stuff I was missing like an idiot
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37 changed files with 3055 additions and 1 deletions
75
Assets/Scripts/UI/TutorialSplashUI.cs
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75
Assets/Scripts/UI/TutorialSplashUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class TutorialSplashUI : MonoBehaviour
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{
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// ---Movement---
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[SerializeField] private TextMeshProUGUI keyMoveUpText;
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[SerializeField] private TextMeshProUGUI keyMoveDownText;
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[SerializeField] private TextMeshProUGUI keyMoveLeftText;
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[SerializeField] private TextMeshProUGUI keyMoveRightText;
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// ---Keyboard actions---
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[SerializeField] private TextMeshProUGUI keyInteractText;
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[SerializeField] private TextMeshProUGUI keyAltInteractText;
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[SerializeField] private TextMeshProUGUI keyPauseText;
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// ---GamePad actions---
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[SerializeField] private TextMeshProUGUI keyGamepadInteractText;
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[SerializeField] private TextMeshProUGUI keyGamepadAltInteractText;
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[SerializeField] private TextMeshProUGUI keyGamepadPauseText;
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private void Start()
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{
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GameInput.Instance.OnKeyRebind += GameInput_OnKeyRebind;
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GameStateManager.Instace.OnStateChanged += GameStateManager_OnStateChanged;
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UpdateVisual();
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Show();
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}
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private void GameStateManager_OnStateChanged(object sender, System.EventArgs e)
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{
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if (GameStateManager.Instace.IsCountdownToStartActive())
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{
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Hide();
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}
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}
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private void GameInput_OnKeyRebind(object sender, System.EventArgs e)
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{
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UpdateVisual();
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}
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private void UpdateVisual()
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{
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// ---Update keybind button text---
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keyMoveUpText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Move_Up);
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keyMoveDownText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Move_Down);
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keyMoveLeftText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Move_Left);
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keyMoveRightText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Move_Right);
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keyInteractText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Interact);
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keyAltInteractText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.InteractAlternate);
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keyPauseText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Pause);
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keyGamepadInteractText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Gamepad_Interact);
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keyGamepadAltInteractText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Gamepad_InteractAlternate);
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keyGamepadPauseText.text = GameInput.Instance.GetBindingText(GameInput.Bindings.Gamepad_Pause);
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}
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private void Show()
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{
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gameObject.SetActive(true);
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}
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private void Hide()
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{
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gameObject.SetActive(false);
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}
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}
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