Add draggable UI to game player
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@@ -1,3 +1,4 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -5,9 +6,15 @@ public class GamePlayerPauseMenu : MonoBehaviour
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{
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public Button backButton;
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public Button continueButton;
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public Button editUiButton;
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public Button resetUiButton;
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public AudioSource songLoop;
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public Slider musicSlider;
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public Slider sfxSlider;
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public TMP_Text fpsText;
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public TMP_Text scoreText;
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public TMP_Text highScoreText;
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public TMP_Text boostText;
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void Awake()
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{
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@@ -29,5 +36,29 @@ public class GamePlayerPauseMenu : MonoBehaviour
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PlayerPrefs.SetFloat("sfxVolume", value);
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PlayerPrefs.Save();
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});
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editUiButton.onClick.AddListener(() =>
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{
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musicSlider.gameObject.SetActive(!musicSlider.gameObject.activeSelf);
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sfxSlider.gameObject.SetActive(!sfxSlider.gameObject.activeSelf);
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backButton.gameObject.SetActive(!backButton.gameObject.activeSelf);
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continueButton.gameObject.SetActive(!continueButton.gameObject.activeSelf);
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editUiButton.transform.GetChild(0).GetComponent<TMP_Text>().text = editUiButton.transform.GetChild(0).GetComponent<TMP_Text>().text == "Edit UI" ? "Done" : "Edit UI";
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resetUiButton.gameObject.SetActive(!resetUiButton.gameObject.activeSelf);
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fpsText.GetComponent<DraggableUI>().canDrag = !fpsText.GetComponent<DraggableUI>().canDrag;
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scoreText.GetComponent<DraggableUI>().canDrag = !scoreText.GetComponent<DraggableUI>().canDrag;
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highScoreText.GetComponent<DraggableUI>().canDrag = !highScoreText.GetComponent<DraggableUI>().canDrag;
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boostText.GetComponent<DraggableUI>().canDrag = !boostText.GetComponent<DraggableUI>().canDrag;
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});
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resetUiButton.onClick.AddListener(() =>
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{
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fpsText.transform.localPosition = new Vector2(-432.5f, 375f);
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scoreText.transform.localPosition = new Vector2(0f, 290f);
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highScoreText.transform.localPosition = new Vector2(0f, 220f);
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boostText.transform.localPosition = new Vector2(0f, 170f);
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PlayerPrefs.DeleteKey("DraggedUIFPSText");
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PlayerPrefs.DeleteKey("DraggedUIScoreText");
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PlayerPrefs.DeleteKey("DraggedUIHighScoreText");
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PlayerPrefs.DeleteKey("DraggedUIBoostText");
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});
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}
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}
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