mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
King UI fixes
>Q now toggles the UI >The UI can no longer go offscreen >The Panel that holds the King's buttons was resized, and its scaling was changed
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@@ -7,6 +7,7 @@ public class RadialMenu : MonoBehaviour
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{
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bool UIOn = false;
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bool ButtonUp = true;
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public GameObject King;
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public Camera cam;
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@@ -14,28 +15,52 @@ public class RadialMenu : MonoBehaviour
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[SerializeField]
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private Text UItext;
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private float xBound = 1920f;//Resolution
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private float yBound = 1080f;
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private float xSize;
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private float ySize;
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void Start()
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{
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xSize = GetComponent<RectTransform>().sizeDelta.x / 2;//Converts the size of the Panel into the bounds of the screen
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ySize = GetComponent<RectTransform>().sizeDelta.y / 2;
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xBound -= xSize;
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yBound -= ySize;
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}
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// Update is called once per frame
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void Update()
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{
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if (UIOn == false) {
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screenPoint = Input.mousePosition;
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screenPoint.z = 120f;
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screenPoint.x = Mathf.Clamp(screenPoint.x, xSize, xBound);//Uses the calculated bounds to keep the UI on the screen
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screenPoint.y = Mathf.Clamp(screenPoint.y, ySize, yBound);
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transform.position = cam.ScreenToWorldPoint(screenPoint);//Moved the UI to where the mouse is
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}
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if(Input.GetAxis("RadialMenu") > 0) {//Pressing Q makes the UI appear
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if(Input.GetAxis("RadialMenu") > 0 && UIOn == false && ButtonUp == true) {//Pressing Q makes the UI appear, if it is off
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ButtonUp = false;
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if (King.GetComponent<KingPlace>().FirstPlacing == true) {
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King.GetComponent<KingPlace>().CancelPlacing();
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}
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MenuOn();
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}
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if (Input.GetAxis("RadialMenu") < 0) {//Pressing E makes the UI dissapear
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else if (Input.GetAxis("RadialMenu") > 0 && UIOn == true && ButtonUp == true) {//Pressing Q makes the UI dissapear, if it is on
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ButtonUp = false;
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MenuOff();
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}
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if(Input.GetAxis("RadialMenu") == 0)
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{
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ButtonUp = true;
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}
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}
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private void MenuOn()
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{
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UItext.text = "Press E to Close Menu";
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UItext.text = "Press Q to Close Menu";
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foreach (Transform child in transform) { //Turns on all of the different buttons attached to this panel and stops it from moving
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child.gameObject.SetActive(true);
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UIOn = true;
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