引入 UISerializationRoot 和 Item
- 完成 MenuForm 和 SelectRoleForm 的迁移
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using SepCore.Definition;
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using GameFramework.Localization;
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using SepCore.Sound;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityGameFramework.Runtime;
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namespace SepCore.UI
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{
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public class SettingForm : UGuiForm
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{
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[SerializeField] private Toggle _musicMuteToggle = null;
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[SerializeField] private Slider _musicVolumeSlider = null;
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[SerializeField] private Toggle _soundMuteToggle = null;
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[SerializeField] private Slider _soundVolumeSlider = null;
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[SerializeField] private Toggle _uiSoundMuteToggle = null;
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[SerializeField] private Slider _uiSoundVolumeSlider = null;
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[SerializeField] private CanvasGroup _languageTipsCanvasGroup = null;
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[SerializeField] private Toggle _englishToggle = null;
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[SerializeField] private Toggle _chineseSimplifiedToggle = null;
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[SerializeField] private Toggle _chineseTraditionalToggle = null;
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[SerializeField] private Toggle _koreanToggle = null;
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private Language _selectedLanguage = Language.Unspecified;
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public void OnMusicMuteChanged(bool isOn)
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{
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GameEntry.Sound.Mute("Music", !isOn);
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_musicVolumeSlider.gameObject.SetActive(isOn);
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}
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public void OnMusicVolumeChanged(float volume)
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{
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GameEntry.Sound.SetVolume("Music", volume);
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}
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public void OnSoundMuteChanged(bool isOn)
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{
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GameEntry.Sound.Mute("Sound", !isOn);
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_soundVolumeSlider.gameObject.SetActive(isOn);
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}
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public void OnSoundVolumeChanged(float volume)
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{
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GameEntry.Sound.SetVolume("Sound", volume);
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}
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public void OnUISoundMuteChanged(bool isOn)
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{
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GameEntry.Sound.Mute("UISound", !isOn);
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_uiSoundVolumeSlider.gameObject.SetActive(isOn);
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}
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public void OnUISoundVolumeChanged(float volume)
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{
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GameEntry.Sound.SetVolume("UISound", volume);
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}
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public void OnEnglishSelected(bool isOn)
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{
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if (!isOn)
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{
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return;
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}
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_selectedLanguage = Language.English;
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RefreshLanguageTips();
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}
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public void OnChineseSimplifiedSelected(bool isOn)
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{
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if (!isOn)
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{
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return;
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}
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_selectedLanguage = Language.ChineseSimplified;
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RefreshLanguageTips();
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}
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public void OnChineseTraditionalSelected(bool isOn)
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{
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if (!isOn)
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{
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return;
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}
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_selectedLanguage = Language.ChineseTraditional;
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RefreshLanguageTips();
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}
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public void OnKoreanSelected(bool isOn)
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{
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if (!isOn)
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{
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return;
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}
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_selectedLanguage = Language.Korean;
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RefreshLanguageTips();
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}
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public void OnSubmitButtonClick()
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{
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if (_selectedLanguage == GameEntry.Localization.Language)
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{
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Close();
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return;
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}
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GameEntry.Setting.SetString(Constant.Setting.Language, _selectedLanguage.ToString());
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GameEntry.Setting.Save();
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GameEntry.Sound.StopMusic();
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UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Restart);
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnOpen(object userData)
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#else
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protected internal override void OnOpen(object userData)
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#endif
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{
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base.OnOpen(userData);
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_musicMuteToggle.isOn = !GameEntry.Sound.IsMuted("Music");
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_musicVolumeSlider.value = GameEntry.Sound.GetVolume("Music");
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_soundMuteToggle.isOn = !GameEntry.Sound.IsMuted("Sound");
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_soundVolumeSlider.value = GameEntry.Sound.GetVolume("Sound");
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_uiSoundMuteToggle.isOn = !GameEntry.Sound.IsMuted("UISound");
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_uiSoundVolumeSlider.value = GameEntry.Sound.GetVolume("UISound");
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_selectedLanguage = GameEntry.Localization.Language;
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switch (_selectedLanguage)
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{
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case Language.English:
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_englishToggle.isOn = true;
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break;
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case Language.ChineseSimplified:
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_chineseSimplifiedToggle.isOn = true;
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break;
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case Language.ChineseTraditional:
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_chineseTraditionalToggle.isOn = true;
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break;
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case Language.Korean:
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_koreanToggle.isOn = true;
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break;
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default:
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break;
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}
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#else
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protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#endif
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{
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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if (_languageTipsCanvasGroup.gameObject.activeSelf)
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{
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_languageTipsCanvasGroup.alpha = 0.5f + 0.5f * Mathf.Sin(Mathf.PI * Time.time);
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}
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}
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private void RefreshLanguageTips()
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{
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_languageTipsCanvasGroup.gameObject.SetActive(_selectedLanguage != GameEntry.Localization.Language);
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}
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}
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}
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