Exemplo n.º 1
0
        public UiManager(
            Game.Settings.GameSettings clientGameSettings,
            ModSettings modSettings,
            NetClient netClient
            )
        {
            _modSettings = modSettings;

            // First we create a gameObject that will hold all other objects of the UI
            UiGameObject = new GameObject();

            // Create event system object
            var eventSystemObj = new GameObject("EventSystem");

            var eventSystem = eventSystemObj.AddComponent <EventSystem>();

            eventSystem.sendNavigationEvents = true;
            eventSystem.pixelDragThreshold   = 10;

            eventSystemObj.AddComponent <StandaloneInputModule>();

            Object.DontDestroyOnLoad(eventSystemObj);

            // Make sure that our UI is an overlay on the screen
            UiGameObject.AddComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;

            // Also scale the UI with the screen size
            var canvasScaler = UiGameObject.AddComponent <CanvasScaler>();

            canvasScaler.uiScaleMode         = CanvasScaler.ScaleMode.ScaleWithScreenSize;
            canvasScaler.referenceResolution = new Vector2(1920f, 1080f);

            UiGameObject.AddComponent <GraphicRaycaster>();

            Object.DontDestroyOnLoad(UiGameObject);

            PrecacheText();

            var uiGroup = new ComponentGroup();

            var pauseMenuGroup = new ComponentGroup(false, uiGroup);

            var connectGroup = new ComponentGroup(parent: pauseMenuGroup);

            var settingsGroup = new ComponentGroup(parent: pauseMenuGroup);

            ConnectInterface = new ConnectInterface(
                modSettings,
                connectGroup,
                settingsGroup
                );

            var inGameGroup = new ComponentGroup(parent: uiGroup);

            var infoBoxGroup = new ComponentGroup(parent: inGameGroup);

            InternalChatBox = new ChatBox(infoBoxGroup, modSettings);

            var pingGroup = new ComponentGroup(parent: inGameGroup);

            _pingInterface = new PingInterface(
                pingGroup,
                modSettings,
                netClient
                );

            SettingsInterface = new ClientSettingsInterface(
                modSettings,
                clientGameSettings,
                settingsGroup,
                connectGroup,
                _pingInterface
                );

            // Register callbacks to make sure the UI is hidden and shown at correct times
            On.UIManager.SetState += (orig, self, state) => {
                orig(self, state);

                if (state == UIState.PAUSED)
                {
                    // Only show UI in gameplay scenes
                    if (!SceneUtil.IsNonGameplayScene(SceneUtil.GetCurrentSceneName()))
                    {
                        _canShowPauseUi = true;

                        pauseMenuGroup.SetActive(!_isUiHiddenByKeyBind);
                    }

                    inGameGroup.SetActive(false);
                }
                else
                {
                    pauseMenuGroup.SetActive(false);

                    _canShowPauseUi = false;

                    // Only show chat box UI in gameplay scenes
                    if (!SceneUtil.IsNonGameplayScene(SceneUtil.GetCurrentSceneName()))
                    {
                        inGameGroup.SetActive(true);
                    }
                }
            };
            UnityEngine.SceneManagement.SceneManager.activeSceneChanged += (oldScene, newScene) => {
                if (SceneUtil.IsNonGameplayScene(newScene.name))
                {
                    eventSystem.enabled = false;

                    _canShowPauseUi = false;

                    pauseMenuGroup.SetActive(false);
                    inGameGroup.SetActive(false);
                }
                else
                {
                    eventSystem.enabled = true;

                    inGameGroup.SetActive(true);
                }
            };

            // The game is automatically unpaused when the knight dies, so we need
            // to disable the UI menu manually
            // TODO: this still gives issues, since it displays the cursor while we are supposed to be unpaused
            ModHooks.AfterPlayerDeadHook += () => { pauseMenuGroup.SetActive(false); };

            MonoBehaviourUtil.Instance.OnUpdateEvent += () => { CheckKeyBinds(uiGroup); };
        }
Exemplo n.º 2
0
 /// <summary>
 /// Callback method for when the client fails to connect.
 /// </summary>
 /// <param name="result">The result of the failed connection.</param>
 public void OnFailedConnect(ConnectFailedResult result)
 {
     ConnectInterface.OnFailedConnect(result);
 }
Exemplo n.º 3
0
 /// <summary>
 /// Callback method for when the client disconnects.
 /// </summary>
 public void OnClientDisconnect()
 {
     ConnectInterface.OnClientDisconnect();
     _pingInterface.SetEnabled(false);
     SettingsInterface.OnDisconnect();
 }
Exemplo n.º 4
0
 /// <summary>
 /// Callback method for when the client successfully connects.
 /// </summary>
 public void OnSuccessfulConnect()
 {
     ConnectInterface.OnSuccessfulConnect();
     _pingInterface.SetEnabled(true);
     SettingsInterface.OnSuccessfulConnect();
 }