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406 lines
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C#
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using Demonics;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
using UnityEngine.UI;
using static TrainingSettings;
public class TrainingMenu : BaseMenu
{
[SerializeField] private GameObject _p1 = default;
[SerializeField] private GameObject _framedataMeterGroup = default;
[SerializeField] private GameObject _inputDisplayOne = default;
[SerializeField] private GameObject _inputDisplayTwo = default;
[SerializeField] private CanvasGroup _canvasGroup = default;
[SerializeField] private FrameMeterSystem _frameMeterSystem = default;
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[SerializeField] private InputHistory _inputHistoryOne = default;
[SerializeField] private InputHistory _inputHistoryTwo = default;
[SerializeField] private TextMeshProUGUI _startupOneText = default;
[SerializeField] private TextMeshProUGUI _activeOneText = default;
[SerializeField] private TextMeshProUGUI _recoveryOneText = default;
[SerializeField] private TextMeshProUGUI _hitTypeOneText = default;
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[SerializeField] private TextMeshProUGUI _damageOneText = default;
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[SerializeField] private TextMeshProUGUI _damageComboOneText = default;
[SerializeField] private TextMeshProUGUI _stateOneText = default;
[SerializeField] private TextMeshProUGUI _startupTwoText = default;
[SerializeField] private TextMeshProUGUI _activeTwoText = default;
[SerializeField] private TextMeshProUGUI _recoveryTwoText = default;
[SerializeField] private TextMeshProUGUI _hitTypeTwoText = default;
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[SerializeField] private TextMeshProUGUI _damageTwoText = default;
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[SerializeField] private TextMeshProUGUI _damageComboTwoText = default;
[SerializeField] private TextMeshProUGUI _stateTwoText = default;
[SerializeField] private Canvas[] _uiCanvases = default;
[SerializeField] private BaseMenu _trainingPauseMenu = default;
[SerializeField] private TrainingSubOption[] _trainingSubOptions = default;
[Header("Selectors")]
private int _currentTrainingSubOptionIndex;
public CanvasGroup CanvasGroup { get { return _canvasGroup; } private set { } }
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public void ConfigurePlayers(Player playerOne, Player playerTwo)
{
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}
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public void ChangePage(bool left)
{
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if (left)
{
if (_currentTrainingSubOptionIndex == 0)
{
_currentTrainingSubOptionIndex = _trainingSubOptions.Length - 1;
}
else
{
_currentTrainingSubOptionIndex--;
}
for (int i = 0; i < _trainingSubOptions.Length; i++)
{
if (i != _currentTrainingSubOptionIndex)
{
_trainingSubOptions[i].Disable();
}
}
_trainingSubOptions[_currentTrainingSubOptionIndex].Activate();
}
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else
{
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if (_currentTrainingSubOptionIndex == _trainingSubOptions.Length - 1)
{
_currentTrainingSubOptionIndex = 0;
}
else
{
_currentTrainingSubOptionIndex++;
}
for (int i = 0; i < _trainingSubOptions.Length; i++)
{
if (i != _currentTrainingSubOptionIndex)
{
_trainingSubOptions[i].Disable();
}
}
_trainingSubOptions[_currentTrainingSubOptionIndex].Activate();
}
}
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public void SetInputHistory(int value)
{
switch (value)
{
case 0:
_inputHistoryOne.transform.GetChild(0).gameObject.SetActive(false);
_inputHistoryTwo.transform.GetChild(0).gameObject.SetActive(false);
break;
case 1:
_inputHistoryOne.transform.GetChild(0).gameObject.SetActive(true);
_inputHistoryTwo.transform.GetChild(0).gameObject.SetActive(true);
break;
}
}
public void SetHitboxes(int value)
{
if (value == 1)
{
TrainingSettings.ShowHitboxes = true;
}
else
{
TrainingSettings.ShowHitboxes = false;
}
}
public void SetSlowdown(int value)
{
switch (value)
{
case 0:
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GameplayManager.Instance.GameSpeed = 1.0f;
break;
case 1:
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GameplayManager.Instance.GameSpeed = 0.75f;
break;
case 2:
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GameplayManager.Instance.GameSpeed = 0.5f;
break;
case 3:
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GameplayManager.Instance.GameSpeed = 0.25f;
break;
case 4:
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GameplayManager.Instance.GameSpeed = 0.10f;
break;
}
}
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public void SetCpu(int value)
{
switch (value)
{
case 0:
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TrainingSettings.CpuOff = true;
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GameplayManager.Instance.DeactivateCpus();
break;
case 1:
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TrainingSettings.CpuOff = false;
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GameplayManager.Instance.DeactivateCpus();
GameplayManager.Instance.ActivateCpus();
break;
}
}
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public void SetArcana(int value)
{
switch (value)
{
case 0:
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GameplayManager.Instance.InfiniteArcana = false;
break;
case 1:
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GameplayManager.Instance.InfiniteArcana = true;
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CheckTrainingGauges();
break;
}
}
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public void SetAssist(int value)
{
switch (value)
{
case 0:
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GameplayManager.Instance.InfiniteAssist = false;
break;
case 1:
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GameplayManager.Instance.InfiniteAssist = true;
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CheckTrainingGauges();
break;
}
}
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public void SetStance(int value)
{
switch (value)
{
case 0:
TrainingSettings.Stance = 0;
break;
case 1:
TrainingSettings.Stance = 1;
break;
case 2:
TrainingSettings.Stance = 2;
break;
}
}
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public void SetHealth(int value)
{
switch (value)
{
case 0:
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GameplayManager.Instance.InfiniteHealth = false;
break;
case 1:
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GameplayManager.Instance.InfiniteHealth = true;
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CheckTrainingGauges();
break;
}
}
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private void CheckTrainingGauges()
{
if (GameSimulation.Run)
{
GameSimulation._players[0].CurrentState.CheckTrainingComboEnd(GameSimulation._players[0], true);
GameSimulation._players[1].CurrentState.CheckTrainingComboEnd(GameSimulation._players[1], true);
}
}
public void SetUI(int value)
{
switch (value)
{
case 0:
for (int i = 0; i < _uiCanvases.Length; i++)
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_uiCanvases[i].enabled = false;
break;
case 1:
for (int i = 0; i < _uiCanvases.Length; i++)
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_uiCanvases[i].enabled = true;
break;
}
}
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public void SetInputDisplay(int value)
{
switch (value)
{
case 0:
_inputDisplayOne.SetActive(false);
_inputDisplayTwo.SetActive(false);
break;
case 1:
_inputDisplayOne.SetActive(true);
_inputDisplayTwo.SetActive(true);
break;
}
}
public void SetFramedataMeter(int value)
{
switch (value)
{
case 0:
_framedataMeterGroup.SetActive(false);
break;
case 1:
_framedataMeterGroup.SetActive(true);
break;
}
}
public void SetFramedata(int value)
{
switch (value)
{
case 0:
_p1.SetActive(false);
break;
case 1:
_p1.SetActive(true);
break;
}
}
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public void SetState(int isPlayerOne, string state)
{
if (isPlayerOne == 0)
{
_stateOneText.text = state;
}
else
{
_stateTwoText.text = state;
}
}
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public void FramedataValue(int isPlayerOne, ResultAttack attack)
{
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if (attack == null)
{
return;
}
if (isPlayerOne == 0)
{
if (_startupOneText.gameObject.activeSelf)
{
_startupOneText.text = attack.startUpFrames.ToString();
}
if (_activeOneText.gameObject.activeSelf)
{
_activeOneText.text = attack.activeFrames.ToString();
}
if (_recoveryOneText.gameObject.activeSelf)
{
_recoveryOneText.text = attack.recoveryFrames.ToString();
}
if (_hitTypeOneText.gameObject.activeSelf)
{
_hitTypeOneText.text = attack.attackTypeEnum.ToString();
}
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if (_damageOneText.gameObject.activeSelf)
{
_damageOneText.text = attack.damage.ToString();
}
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if (_damageComboOneText.gameObject.activeSelf)
{
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if (attack.comboDamage > 0)
{
_damageComboOneText.text = attack.comboDamage.ToString();
}
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}
}
else
{
if (_startupTwoText.gameObject.activeSelf)
{
_startupTwoText.text = attack.startUpFrames.ToString();
}
if (_activeTwoText.gameObject.activeSelf)
{
_activeTwoText.text = attack.activeFrames.ToString();
}
if (_recoveryTwoText.gameObject.activeSelf)
{
_recoveryTwoText.text = attack.recoveryFrames.ToString();
}
if (_hitTypeTwoText.gameObject.activeSelf)
{
_hitTypeTwoText.text = attack.attackTypeEnum.ToString();
}
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if (_damageTwoText.gameObject.activeSelf)
{
_damageTwoText.text = attack.damage.ToString();
}
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if (_damageComboTwoText.gameObject.activeSelf)
{
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if (attack.comboDamage > 0)
{
_damageComboTwoText.text = attack.comboDamage.ToString();
}
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}
}
}
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public void FramedataMeterValue(int isPlayerOne, FramedataTypesEnum framedataEnum)
{
_frameMeterSystem.AddFrame(isPlayerOne, framedataEnum);
}
public void FramedataMeterRun()
{
if (!_frameMeterSystem.gameObject.activeInHierarchy)
return;
if (Time.timeScale == 0)
return;
_frameMeterSystem.RunFrame();
}
public void SetBlock(int value)
{
TrainingSettings.Block = (BlockType)value;
}
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public void SetOnHit(int value)
{
switch (value)
{
case 0:
TrainingSettings.OnHit = false;
break;
case 1:
TrainingSettings.OnHit = true;
break;
}
}
public void SetBlockCount(int value)
{
TrainingSettings.BlockCount = value + 1;
TrainingSettings.BlockCountCurrent = TrainingSettings.BlockCount;
}
public void ResetTrainingOptions()
{
TrainingSettings.ShowHitboxes = false;
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GameplayManager.Instance.InfiniteHealth = false;
GameplayManager.Instance.InfiniteArcana = false;
GameplayManager.Instance.GameSpeed = 1.0f;
GameplayManager.Instance.ActivateCpus();
}
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public void HideMenu()
{
_startingOption = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>();
OpenMenuHideCurrent(_trainingPauseMenu);
}
}