net.dreditor.ui.savingloading 0.1.6 → 0.1.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.attestation.p7m +0 -0
- package/DREditor.UI.SavingLoading.asmdef +22 -22
- package/DREditor.UI.SavingLoading.asmdef.meta +7 -7
- package/PostSavePoint.cs +57 -57
- package/PostSavePoint.cs.meta +11 -11
- package/ReturnToMenuOnPauseMenu.cs +113 -113
- package/ReturnToMenuOnPauseMenu.cs.meta +11 -11
- package/{Samples → Samples~}/DRE_SavePoint.unity +262 -262
- package/{Samples → Samples~}/DRE_SavePoint.unity.meta +7 -7
- package/{Samples → Samples~}/Save_Point_Canvas_Shell.prefab +169 -169
- package/{Samples → Samples~}/Save_Point_Canvas_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Save_Point_Canvas_Template.prefab +563 -563
- package/{Samples → Samples~}/Save_Point_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Save_Point_System_Template.prefab +1434 -1434
- package/{Samples → Samples~}/Save_Point_System_Template.prefab.meta +7 -7
- package/SaveDataDisplayerBase.cs +24 -24
- package/SaveDataDisplayerBase.cs.meta +11 -11
- package/SaveDateDisplayer.cs +146 -146
- package/SaveDateDisplayer.cs.meta +11 -11
- package/SaveLoadMenu.cs +298 -298
- package/SaveLoadMenu.cs.meta +11 -11
- package/SaveLoadMenuBase.cs +122 -122
- package/SaveLoadMenuBase.cs.meta +11 -11
- package/SavePointUI.cs +239 -239
- package/SavePointUI.cs.meta +11 -11
- package/SavePointUIBase.cs +134 -134
- package/SavePointUIBase.cs.meta +11 -11
- package/SavePointUIGameState.cs +120 -120
- package/SavePointUIGameState.cs.meta +11 -11
- package/SaveSlot.cs +81 -81
- package/SaveSlot.cs.meta +11 -11
- package/SaveSlotBase.cs +99 -99
- package/SaveSlotBase.cs.meta +11 -11
- package/SaveTitleDisplayer.cs +204 -204
- package/SaveTitleDisplayer.cs.meta +11 -11
- package/package.json +46 -41
- package/package.json.meta +7 -7
- package/Samples.meta +0 -8
package/.attestation.p7m
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{
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"name": "DREditor.UI.SavingLoading",
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"rootNamespace": "",
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"references": [
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"Unity.TextMeshPro",
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"DREditor",
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"DREditor.Fading",
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"DREditor.Progressing.Handling",
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"DREditor.States",
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"DREditor.UI",
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"DREditor.Audio",
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"DREditor.RoomLoading"
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],
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"versionDefines": [],
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"noEngineReferences": false
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{
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"name": "DREditor.UI.SavingLoading",
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"rootNamespace": "",
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"references": [
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"Unity.TextMeshPro",
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"DREditor",
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"DREditor.Fading",
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"DREditor.Progressing.Handling",
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"DREditor.States",
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"DREditor.UI",
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"DREditor.Audio",
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"DREditor.RoomLoading"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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userData:
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package/PostSavePoint.cs
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using DREditor.EventObjects;
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using DREditor.RoomLoading;
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using System;
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using UnityEngine;
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namespace DREditor.UI.SavingLoading
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{
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/// <summary>
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///
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/// </summary>
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[Serializable]
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[CreateAssetMenu(menuName = "DREditor/Progression/Post Save Point", fileName = "Post Save Point")]
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public class PostSavePoint : ScriptableObject
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{
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string objective;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string scene;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public bool changeObjective;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public int addstate;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public BoolWithEvent mode;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string dialogueEvent = "";
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public RoomLoadOptionsAsset roomLoadingOptions;
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}
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using DREditor.EventObjects;
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using DREditor.RoomLoading;
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using System;
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using UnityEngine;
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namespace DREditor.UI.SavingLoading
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{
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/// <summary>
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///
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/// </summary>
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[Serializable]
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[CreateAssetMenu(menuName = "DREditor/Progression/Post Save Point", fileName = "Post Save Point")]
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public class PostSavePoint : ScriptableObject
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{
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string objective;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string scene;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public bool changeObjective;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public int addstate;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public BoolWithEvent mode;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public string dialogueEvent = "";
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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public RoomLoadOptionsAsset roomLoadingOptions;
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}
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}
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package/PostSavePoint.cs.meta
CHANGED
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fileFormatVersion: 2
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guid: e8471aed52ef8aa458185c00ca312445
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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fileFormatVersion: 2
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guid: e8471aed52ef8aa458185c00ca312445
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using DREditor.Dialogues;
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using DREditor.Dialogues.Finishing;
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using DREditor.EventObjects;
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using DREditor.Fading;
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using DREditor.Services;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace DREditor.UI.SavingLoading
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{
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/// <summary>
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///
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/// </summary>
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[ClassHeader("")]
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public class ReturnToMenuOnPauseMenu : ReturnToMenuHandler
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{
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/// <summary>
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///
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/// </summary>
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[Header("")]
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[Divider]
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[Tooltip("")]
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[SerializeField] protected BoolWithEvent inInstant = null;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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[SerializeField] protected BoolWithEvent inDialogue = null;
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/// <summary>
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///
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/// </summary>
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[Tooltip("")]
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[SerializeField] protected BoolWithEvent inTrialMode = null;
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/// <summary>
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///
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/// </summary>
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[Header("")]
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[Divider]
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[Tooltip("")]
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[SerializeField] protected float fadeOutDuration = 0.3f;
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/// <summary>
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///
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/// </summary>
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protected IDialogueFinisher DialogueFinisher => ServiceLocator.GetService<IDialogueManager>().GetFinisher();
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/// <summary>
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///
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/// </summary>
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/// <remarks></remarks>
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public virtual void ReturnToMenu()
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{
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EventSystem.current.SetSelectedGameObject(null);
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ServiceLocator.GetService<IDialogueManager>().GetManagerComponent<DialogueDataClearer>().ClearSaveData();
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StartCoroutine(FadeToMenu());
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}
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/// <returns></returns>
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/// <remarks></remarks>
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public virtual IEnumerator FadeToMenu()
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{
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yield return ServiceLocator.GetService<GlobalFade>().FadeToRoutine(fadeOutDuration);
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if (inDialogue.Value && !inTrialMode.Value)
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SubscribeToMenuOnDialogueFinish();
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else
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base.ReturnToMenu();
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}
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protected virtual void SubscribeToMenuOnDialogueFinish()
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{
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if (inInstant.Value && DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
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subscriber.SubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
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else if (!inInstant.Value)
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DialogueFinisher.SubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
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else
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UnityEngine.Debug.LogWarning("ALERT: Game is in Instant state and active dialogue finisher is not an " +
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nameof(IInstantDialogueFinisherSubscriber) + ". Player may not return to menu, contact Sweden for support.");
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CallToTitleScreen();
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Time.timeScale = 1;
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}
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protected virtual void ToMenuOnDialogueFinish()
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{
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DialogueFinisher.UnsubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
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if (DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
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subscriber.UnsubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
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LoadToScene();
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}
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}
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using DREditor.Dialogues;
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using DREditor.Dialogues.Finishing;
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using DREditor.EventObjects;
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using DREditor.Fading;
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using DREditor.Services;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace DREditor.UI.SavingLoading
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{
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/// <summary>
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///
|
|
15
|
+
/// </summary>
|
|
16
|
+
[ClassHeader("")]
|
|
17
|
+
public class ReturnToMenuOnPauseMenu : ReturnToMenuHandler
|
|
18
|
+
{
|
|
19
|
+
/// <summary>
|
|
20
|
+
///
|
|
21
|
+
/// </summary>
|
|
22
|
+
[Header("")]
|
|
23
|
+
[Divider]
|
|
24
|
+
[Tooltip("")]
|
|
25
|
+
[SerializeField] protected BoolWithEvent inInstant = null;
|
|
26
|
+
|
|
27
|
+
/// <summary>
|
|
28
|
+
///
|
|
29
|
+
/// </summary>
|
|
30
|
+
[Tooltip("")]
|
|
31
|
+
[SerializeField] protected BoolWithEvent inDialogue = null;
|
|
32
|
+
|
|
33
|
+
/// <summary>
|
|
34
|
+
///
|
|
35
|
+
/// </summary>
|
|
36
|
+
[Tooltip("")]
|
|
37
|
+
[SerializeField] protected BoolWithEvent inTrialMode = null;
|
|
38
|
+
|
|
39
|
+
|
|
40
|
+
/// <summary>
|
|
41
|
+
///
|
|
42
|
+
/// </summary>
|
|
43
|
+
[Header("")]
|
|
44
|
+
[Divider]
|
|
45
|
+
[Tooltip("")]
|
|
46
|
+
[SerializeField] protected float fadeOutDuration = 0.3f;
|
|
47
|
+
|
|
48
|
+
|
|
49
|
+
/// <summary>
|
|
50
|
+
///
|
|
51
|
+
/// </summary>
|
|
52
|
+
protected IDialogueFinisher DialogueFinisher => ServiceLocator.GetService<IDialogueManager>().GetFinisher();
|
|
53
|
+
|
|
54
|
+
|
|
55
|
+
/// <summary>
|
|
56
|
+
///
|
|
57
|
+
/// </summary>
|
|
58
|
+
/// <remarks></remarks>
|
|
59
|
+
public virtual void ReturnToMenu()
|
|
60
|
+
{
|
|
61
|
+
EventSystem.current.SetSelectedGameObject(null);
|
|
62
|
+
|
|
63
|
+
ServiceLocator.GetService<IDialogueManager>().GetManagerComponent<DialogueDataClearer>().ClearSaveData();
|
|
64
|
+
|
|
65
|
+
StartCoroutine(FadeToMenu());
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
/// <summary>
|
|
69
|
+
///
|
|
70
|
+
/// </summary>
|
|
71
|
+
/// <returns></returns>
|
|
72
|
+
/// <remarks></remarks>
|
|
73
|
+
public virtual IEnumerator FadeToMenu()
|
|
74
|
+
{
|
|
75
|
+
yield return ServiceLocator.GetService<GlobalFade>().FadeToRoutine(fadeOutDuration);
|
|
76
|
+
|
|
77
|
+
if (inDialogue.Value && !inTrialMode.Value)
|
|
78
|
+
SubscribeToMenuOnDialogueFinish();
|
|
79
|
+
else
|
|
80
|
+
base.ReturnToMenu();
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
/// <summary>
|
|
84
|
+
///
|
|
85
|
+
/// </summary>
|
|
86
|
+
protected virtual void SubscribeToMenuOnDialogueFinish()
|
|
87
|
+
{
|
|
88
|
+
if (inInstant.Value && DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
|
|
89
|
+
subscriber.SubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
|
|
90
|
+
else if (!inInstant.Value)
|
|
91
|
+
DialogueFinisher.SubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
|
|
92
|
+
else
|
|
93
|
+
UnityEngine.Debug.LogWarning("ALERT: Game is in Instant state and active dialogue finisher is not an " +
|
|
94
|
+
nameof(IInstantDialogueFinisherSubscriber) + ". Player may not return to menu, contact Sweden for support.");
|
|
95
|
+
|
|
96
|
+
CallToTitleScreen();
|
|
97
|
+
|
|
98
|
+
Time.timeScale = 1;
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
/// <summary>
|
|
102
|
+
///
|
|
103
|
+
/// </summary>
|
|
104
|
+
protected virtual void ToMenuOnDialogueFinish()
|
|
105
|
+
{
|
|
106
|
+
DialogueFinisher.UnsubscribeToOnFinishOfDialogue(ToMenuOnDialogueFinish);
|
|
107
|
+
|
|
108
|
+
if (DialogueFinisher is IInstantDialogueFinisherSubscriber subscriber)
|
|
109
|
+
subscriber.UnsubscribeToOnFinishOfInstantDialogue(ToMenuOnDialogueFinish);
|
|
110
|
+
|
|
111
|
+
LoadToScene();
|
|
112
|
+
}
|
|
113
|
+
}
|
|
114
114
|
}
|
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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