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