Added Player Selection Screen now working on Level Selection

Tahir-branch
Hazim Bin Ijaz 3 weeks ago
parent f635099937
commit 435297ba04

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@ -1405,6 +1500,7 @@ MonoBehaviour:
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@ -1419,6 +1515,7 @@ MonoBehaviour:
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@ -1433,6 +1530,7 @@ MonoBehaviour:
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@ -2601,6 +2699,8 @@ Material:
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stringTagMap: {} stringTagMap: {}
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m_LockedProperties:
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@ -1003,7 +1003,7 @@ CapsuleCollider:
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@ -0,0 +1,66 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class CharacterSelectionUI : MonoBehaviour
{
[SerializeField] private List<GameObject> characters; // List of characters to display
[SerializeField] private Button leftButton; // Button to scroll left
[SerializeField] private Button rightButton; // Button to scroll right
[SerializeField] private Button nextButton; // Button to confirm and save the selection
private int currentIndex = 0; // Tracks the currently active character index
void Start()
{
// Initialize the buttons' onClick events
leftButton.onClick.AddListener(ScrollLeft);
rightButton.onClick.AddListener(ScrollRight);
nextButton.onClick.AddListener(SaveSelection);
// Show only the first character at the start
UpdateCharacterDisplay();
}
// Scroll to the left character
void ScrollLeft()
{
if (characters.Count == 0) return;
// Decrease the index and wrap around if necessary
currentIndex = (currentIndex - 1 + characters.Count) % characters.Count;
UpdateCharacterDisplay();
}
// Scroll to the right character
void ScrollRight()
{
if (characters.Count == 0) return;
// Increase the index and wrap around if necessary
currentIndex = (currentIndex + 1) % characters.Count;
UpdateCharacterDisplay();
}
// Saves the currently selected character index to PlayerPrefs
void SaveSelection()
{
PlayerPrefs.SetInt(Constants.PlayerSelectionKey, currentIndex);
PlayerPrefs.Save();
Debug.Log("Character " + currentIndex + " selected and saved.");
// SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
// Updates which character is displayed based on the current index
void UpdateCharacterDisplay()
{
// Loop through each character and set it active or inactive
for (int i = 0; i < characters.Count; i++)
{
characters[i].SetActive(i == currentIndex);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelSelectionUI : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -15,7 +15,7 @@ TagManager:
- Default - Default
- TransparentFX - TransparentFX
- Ignore Raycast - Ignore Raycast
- - CharacterSelection
- Water - Water
- UI - UI
- Ground - Ground

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