using Dpr.Demo; using Dpr.UI; using SmartPoint.AssetAssistant; using System; using System.Collections; using UnityEditor.PackageManager.UI; using UnityEngine; public class OpeningController : SingletonScriptableObject { //private DemoModel demoModel; // Assuming DemoModel is a defined class private DemoBase demoModel; // Assuming DemoModel is a defined class //private GameObject demoModel; // Assuming DemoModel is a defined class //public UIManager uiManager; // Start is usually a coroutine in Unity, it is hard to understand exactly what is happening without context. // If Start is a coroutine it may look like this in C# public IEnumerator Start() { // Here you need to put some logic based on the original method // yield return null; return null; } public void OnDisable() { if (demoModel != null) { demoModel.ReleasePreloadedAssetBundles(); // Assuming that DemoModel has method ReleasePreloadedAssetBundles } } public void OpenSelectLanguage() { //var uiManager = SingletonMonoBehaviour.Instance; //var languageWindow = uiManager.CreateUIWindow(0x22); //languageWindow.onClosed += OnLanguageWindowClosed; //languageWindow.onReloadLanguage += OnReloadLanguage; //languageWindow.Open(-2); } //private void OnWindowClosed(UIWindow window) //{ // this method is empty in the provided pseudo-code //} private void OnReloadLanguage() { // handle reload language var demoSceneManagerObject = new GameObject("DemoSceneManager"); //var demoSceneManager = demoSceneManagerObject.AddComponent(); var demoHakase = new Demo_Hakase { openingController = this, StartEnterFadeDuration = 0 }; //var loadAndPlayRoutine = demoSceneManager.OpLoadAndPlay(demoHakase, true); //Sequencer.Start(loadAndPlayRoutine); } public void OpenSelectPlayerVisual() { //var uiManager = UIManager.Instance; // Singleton instance // Assuming CreateUIWindow method is properly defined in UIManager to instantiate the window //SelectPlayerVisualWindow visualWindow = uiManager.CreateUIWindow(0x23); // Assigning some method to someUnityAction UnityAction //visualWindow.someUnityAction += YetAnotherMethod; // Replace someUnityAction and YetAnotherMethod with the actual field and method names // Assuming the Open method is properly defined in SelectPlayerVisualWindow to open the window //visualWindow.Open(-2); } //var messageManager = MessageManager.Instance; // Singleton instance // GetSimpleMessage method is properly defined in MessageManager //string headerText = messageManager.GetSimpleMessage("dp_scenario1", "7-msg_opening_13"); // replace with the correct string keys /* SoftwareKeyboard.Param keyboardParam = new SoftwareKeyboard.Param { text = "", // assuming this is some default text textMinLength = 1, textMaxLength = SoftwareKeyboard.LanguageMaxLength(6, -1), // assuming this method exists in SoftwareKeyboard headerText = headerText, subText = null, guideText = null, okText = null, invalidCharFlag = 4 }; */ // Assigning OnInputCheck method to the input check function // Func onInputCheck = OnInputCheck; // Assigning SomeMethod to the onComplete function //Action onComplete = SomeMethod; // Replace SomeMethod with the method name // Assuming the Open method is properly defined in SoftwareKeyboard to open the keyboard //SoftwareKeyboard.Open(keyboardParam, onInputCheck, onComplete); //} private (bool, string) OnInputCheck(string resultText, SoftwareKeyboard.ErrorState errorState) { return ((bool, string))SoftwareKeyboard.InputCheck(resultText, errorState); // assuming this method exists in SoftwareKeyboard } private void OpenKeyboardByPlayerName() { } public void OpenKeyboardByRivalName() { } private void OnFinished() { } public GameObject _selectPlayerVisualItem; public Action OnFinishedCallBack; public GameObject demoRequestOperation; public GameObject demoInstance; public GameObject demoSceneManager; private void Dispose() { } private bool MoveNext() { return false; } private object Current { get { return null; } } private void Reset() { } }