using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.InputSystem; using UnityEngine.EventSystems; using RR.Common.Managers; using RR.Game2D.Core.Managers; using RR.Common.Behaviour.ScriptableObjects; namespace RR.Common.UI { [RequireComponent(typeof(CanvasGroup), typeof(SettingsUIList))] public class SettingsUI : MonoBehaviour { [Header("Управление")] [SerializeField] private InputActionReference triggerKey; [SerializeField] private Button saveButton; [Header("UI")] [SerializeField] private CanvasGroup canvasGroup; [SerializeField] private Transform content; [SerializeField] private float fadeDuration = 0.15f; SettingsUIList settingsUIList; private SettingsManager settingsManager; private GameSettings currentSettings; private void Awake() { settingsManager = SettingsManager.Instance; if (settingsManager == null) { GameManager.Logger.LogError(name, "SettingsManager is null!"); return; } settingsManager.OnSettingsLoaded += UpdateSettings; settingsManager.OnSettingsSaved += SaveSettingsHandler; currentSettings = settingsManager.GetCurrentGameSettings(); if (saveButton) saveButton.onClick.AddListener(SaveAndClose); gameObject.SetActive(false); } public void Open() { gameObject.SetActive(true); StopAllCoroutines(); StartCoroutine(Fade(0f, 1f, fadeDuration)); } private void Close() { } private void Save() { } public void SaveAndClose() { Save(); Close(); } private void UpdateSettings() { settingsUIList = content.GetComponent(); if (settingsUIList != null) { settingsUIList.UpdateSettings(settingsManager.GetCurrentGameSettings()); } } private void SaveSettingsHandler() { GameManager.Logger.Log(name, "Saved settings"); } /// /// Метод для плавного перехода (затухания) /// /// Начальная прозрачность /// Конечная прозрачнеость /// Время перехода /// Действие при выполнении перехода private IEnumerator Fade(float from, float to, float time, System.Action onDone = null) { if (!canvasGroup) { onDone?.Invoke(); yield break; } float t = 0f; canvasGroup.alpha = from; canvasGroup.blocksRaycasts = true; while (t < time) { t += Time.unscaledDeltaTime; canvasGroup.alpha = Mathf.Lerp(from, to, t / time); yield return null; } canvasGroup.alpha = to; canvasGroup.blocksRaycasts = to > 0.99f; onDone?.Invoke(); } } }