NewStartMenu
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Before Width: | Height: | Size: 218 KiB After Width: | Height: | Size: 318 KiB |
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.0 MiB |
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Before Width: | Height: | Size: 552 KiB After Width: | Height: | Size: 561 KiB |
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Before Width: | Height: | Size: 259 KiB |
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After Width: | Height: | Size: 8.8 MiB |
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 44d4ee26d5fd6614db3860bbcee0fe3c
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guid: 9e1003a1bcd966349b01a7047f7184ef
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TextureImporter:
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internalIDToNameTable: []
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externalObjects: {}
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@@ -67,7 +67,7 @@ TextureImporter:
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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maxTextureSize: 4096
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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@@ -8,6 +8,7 @@ using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class StartHandler : MonoBehaviour
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{
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@@ -22,12 +23,26 @@ public class StartHandler : MonoBehaviour
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[SerializeField] private TMP_Text playerName;
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[SerializeField] private GameObject copiedMessage;
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[SerializeField] private TMP_Text backgroundNameText;
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[SerializeField] private GameObject layoutSelectCharacter;
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[SerializeField] private Sprite[] characterFaces;
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[SerializeField] private Image imageShowSelectedCharacter;
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private string roomcode;
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private void Start()
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{
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if (PlayerPrefs.HasKey("characterID"))
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{
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int id = PlayerPrefs.GetInt("characterID");
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imageShowSelectedCharacter.sprite = characterFaces[id];
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}
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else
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{
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PlayerPrefs.SetInt("characterID", 0);
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imageShowSelectedCharacter.sprite = characterFaces[0];
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}
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copiedMessage.SetActive(false);
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if (PlayerPrefs.HasKey("name"))
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@@ -172,5 +187,20 @@ public class StartHandler : MonoBehaviour
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stream.Write(new byte[] { 126, 0, 0, 0, 0, 0, 0, 0, 0, 0 });
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}
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public void ButtonShowCharacterSelectMenu()
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{
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layout1.SetActive(false);
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layoutSelectCharacter.SetActive(true);
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}
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public void ButtonSelectCharacter(int index)
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{
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PlayerPrefs.SetInt("characterID", index);
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PlayerPrefs.Save();
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imageShowSelectedCharacter.sprite = characterFaces[index];
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layout1.SetActive(true);
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layoutSelectCharacter.SetActive(false);
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}
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}
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