- Updated ContinueGame method to reset lives and coins- Modified GameOver and GameWin methods to invoke events - Adjusted stage count per world from5 to 3 - Added win banner UI with header text and layout changes - Updated canvas elements positioning and sizing - Included new UI elements for win/lose states- Reorganized UI hierarchy in Level UI scene - Added menu and continue buttons in win panel - Fixed text components naming and alignment - Added game start time tracking for play duration
60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
using UnityEngine;
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using TMPro;
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using RR.Game2D.Core.Managers;
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namespace RR.Common.UI
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{
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public class TopPanelTextController : MonoBehaviour
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{
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[SerializeField] private int livesCount;
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[SerializeField] private int coinsCount;
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[SerializeField] private string levelNumber;
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[SerializeField] private TextMeshProUGUI livesText;
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[SerializeField] private TextMeshProUGUI coinsText;
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[SerializeField] private TextMeshProUGUI levelText;
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private void OnEnable()
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{
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if (GameManager.Instance != null)
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{
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GameManager.Instance.CoinsChanged += OnCoinsChanged;
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GameManager.Instance.LivesChanged += OnLivesChanged;
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}
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}
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private void OnDisable()
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{
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if (GameManager.Instance != null)
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{
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GameManager.Instance.CoinsChanged -= OnCoinsChanged;
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GameManager.Instance.LivesChanged -= OnLivesChanged;
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}
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}
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void Start()
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{
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livesCount = GameManager.Instance.Lives;
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coinsCount = GameManager.Instance.Coins;
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levelNumber = $"{GameManager.Instance.World}-{GameManager.Instance.Stage}";
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livesText.text = livesCount.ToString();
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coinsText.text = coinsCount.ToString();
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levelText.text = levelNumber;
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}
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private void OnCoinsChanged(int newCoins)
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{
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if (coinsCount != newCoins)
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{
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coinsCount = newCoins;
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coinsText.text = coinsCount.ToString();
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}
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}
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private void OnLivesChanged(int newLives)
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{
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livesText.text = newLives.ToString();
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}
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}
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} |