Implemented mouse centering and hiding in game #384

Merged
mushgunAX merged 9 commits from SP3-10-input-management into main 2023-03-03 18:29:54 +08:00
8 changed files with 59 additions and 19 deletions

View File

@ -1,6 +1,6 @@
- VertexShader: 46580970 - VertexShader: 46580970
FragmentShader: 50110174 FragmentShader: 50110174
SubPass: UI SubPass: UI Translucent
Properties: Properties:
data.color: {x: 0, y: 0, z: 0, w: 1} data.color: {x: 0, y: 0, z: 0, w: 1}
data.textureIndex: 0 data.textureIndex: 0

View File

@ -95,18 +95,24 @@ public class GameManager : Script
AudioHandler.audioClipHandlers["SFXHumming"].SetVolume(0.15f); AudioHandler.audioClipHandlers["SFXHumming"].SetVolume(0.15f);
AudioHandler.audioClipHandlers["SFXHumming"].Play(); AudioHandler.audioClipHandlers["SFXHumming"].Play();
SceneFadeInOut.Instance.CallFadeOut(); if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeOut();
Application.IsCursorVisible = false;
} }
protected override void update() protected override void update()
{ {
if (GamePause || !stealFoodPopUpDone) if (GamePause || !stealFoodPopUpDone)
{ {
Input.SetMouseCentering(false);
//Application.IsCursorVisible = true;
return; return;
} }
if (currGameState == GameState.START) if (currGameState == GameState.START)
{ {
Input.SetMouseCentering(true);
timer -= Time.DeltaTimeF; timer -= Time.DeltaTimeF;
if(scoreText) if(scoreText)
scoreText.GetComponent<TextRenderable>().Text = $"{Score}"; scoreText.GetComponent<TextRenderable>().Text = $"{Score}";
@ -138,7 +144,8 @@ public class GameManager : Script
AudioHandler.StopAllSounds(false); AudioHandler.StopAllSounds(false);
AudioHandler.audioClipHandlers["BGMWin"].Play(); AudioHandler.audioClipHandlers["BGMWin"].Play();
goingToWin = true; goingToWin = true;
SceneFadeInOut.Instance.CallFadeIn(); if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn();
} }
else if(!goingToWin && (timer < 0 || Input.GetKeyDown(Input.KeyCode.F2))) else if(!goingToWin && (timer < 0 || Input.GetKeyDown(Input.KeyCode.F2)))
{ {
@ -146,12 +153,27 @@ public class GameManager : Script
AudioHandler.StopAllSounds(false); AudioHandler.StopAllSounds(false);
AudioHandler.audioClipHandlers["BGMLose"].Play(); AudioHandler.audioClipHandlers["BGMLose"].Play();
goingToLose = true; goingToLose = true;
SceneFadeInOut.Instance.CallFadeIn(); if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn();
} }
} }
//Handling transitions //Handling transitions
if (SceneFadeInOut.Instance.FadeInFinished()) if (SceneFadeInOut.Instance != null)
{
if (SceneFadeInOut.Instance.FadeInFinished())
{
if (goingToWin)
{
SceneManager.ChangeScene(winScene);
}
if (goingToLose)
{
SceneManager.ChangeScene(loseScene);
}
}
}
else
{ {
if (goingToWin) if (goingToWin)
{ {

View File

@ -22,22 +22,19 @@ public class ChangeSceneButton : Script
{ {
ui.OnRelease.RegisterAction(() => ui.OnRelease.RegisterAction(() =>
{ {
if (sceneID != 0) if (sceneID != 0)
{ {
Audio.PlaySFXOnce2D("event:/UI/success"); Audio.PlaySFXOnce2D("event:/UI/success");
Audio.StopAllSounds();
Audio.StopAllSounds(); if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn(); SceneFadeInOut.Instance.CallFadeIn();
clickedFlag = true; clickedFlag = true;
} }
}); });
} }
else else
{ {
Debug.LogError("Failed to register button action for ChangeSceneButton."); Debug.LogError("Failed to register button action for ChangeSceneButton.");
} }
} }
protected override void update() protected override void update()

View File

@ -1,6 +1,7 @@
using System; using System;
using SHADE; using SHADE;
using SHADE_Scripting.Audio; using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;
public class EndScene : Script public class EndScene : Script
{ {
@ -12,6 +13,15 @@ public class EndScene : Script
AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element"); AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success"); AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
} }
protected override void start()
{
Input.SetMouseCentering(false);
Debug.Log("EndScene::Start():");
Application.IsCursorVisible = true;
SceneFadeInOut.Instance.CallFadeOut();
}
protected override void update() protected override void update()
{ {
if (Input.GetKeyDown(Input.KeyCode.R)) if (Input.GetKeyDown(Input.KeyCode.R))

View File

@ -1,6 +1,7 @@
using System; using System;
using SHADE; using SHADE;
using SHADE_Scripting.Audio; using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;
public class MainMenu : Script public class MainMenu : Script
{ {
@ -23,6 +24,9 @@ public class MainMenu : Script
protected override void start() protected override void start()
{ {
Input.SetMouseCentering(false);
Application.IsCursorVisible = true;
SceneFadeInOut.Instance.CallFadeOut();
} }
protected override void update() protected override void update()
{ {

View File

@ -13,7 +13,8 @@ public class PauseMenu : Script
protected override void awake() protected override void awake()
{ {
GameManager.Instance.GamePause = false; if (GameManager.Instance != null)
GameManager.Instance.GamePause = false;
if (canvas) if (canvas)
{ {
@ -41,6 +42,8 @@ public class PauseMenu : Script
if (GameManager.Instance.GamePause) if (GameManager.Instance.GamePause)
{ {
GameManager.Instance.GamePause = false; GameManager.Instance.GamePause = false;
Input.SetMouseCentering(true);
Application.IsCursorVisible = false;
AudioHandler.PauseAllSounds(false); AudioHandler.PauseAllSounds(false);
if (gamePauseText) if (gamePauseText)
gamePauseText.Enabled = false; gamePauseText.Enabled = false;
@ -91,6 +94,8 @@ public class PauseMenu : Script
if (Input.GetKeyDown(Input.KeyCode.Escape) && !GameManager.Instance.GamePause && GameManager.Instance.stealFoodPopUpDone) if (Input.GetKeyDown(Input.KeyCode.Escape) && !GameManager.Instance.GamePause && GameManager.Instance.stealFoodPopUpDone)
{ {
GameManager.Instance.GamePause = true; GameManager.Instance.GamePause = true;
Input.SetMouseCentering(false);
Application.IsCursorVisible = true;
AudioHandler.PauseAllSounds(true); AudioHandler.PauseAllSounds(true);
if (gamePauseText) if (gamePauseText)
gamePauseText.Enabled = true; gamePauseText.Enabled = true;

View File

@ -43,7 +43,6 @@ namespace SHADE_Scripting.UI
protected override void start() protected override void start()
{ {
} }
protected override void update() protected override void update()
@ -56,7 +55,6 @@ namespace SHADE_Scripting.UI
if (fadeInTime == 0.0f) if (fadeInTime == 0.0f)
{ {
alphaValue = 1.0f; alphaValue = 1.0f;
} }
else else
{ {
@ -64,7 +62,8 @@ namespace SHADE_Scripting.UI
} }
if (alphaValue >= 1.0f) if (alphaValue >= 1.0f)
{ {
alphaValue = 1.0f; alphaValue = 1.0f;
//GameObject.Parent.SetActive(false);
} }
} }
@ -82,8 +81,10 @@ namespace SHADE_Scripting.UI
} }
if (alphaValue <= 0.0f) if (alphaValue <= 0.0f)
{ {
alphaValue = 0.0f; alphaValue = 0.0f;
GameObject.Parent.SetActive(false); //This line is to be added so that (because the fade in and out item is usually the front-most UI element)
//the fade in and out UI element does not block functionality of other UI elements
GameObject.Parent.SetActive(false);
} }
} }

View File

@ -198,7 +198,8 @@ namespace SHADE
void SHWindow::SetMouseVisible(bool show) void SHWindow::SetMouseVisible(bool show)
{ {
ShowCursor(show); while(GetMouseVisible() != show)
ShowCursor(show);
} }
void SHWindow::SetMousePosition(int x, int y) void SHWindow::SetMousePosition(int x, int y)