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// Copyright (c) Meta Platforms, Inc. and affiliates.
using System.Collections;
using Meta.XR.Samples;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace NorthStar
{
[MetaCodeSample("NorthStar")]
public class GameOverMenu : MonoBehaviour
{
[SerializeField] private Transform m_canvas;
[SerializeField] private Transform m_contentRoot;
[SerializeField] private float m_placementDistance = 1.0f;
[SerializeField] private float m_placementHeightOffset = -0.25f;
[SerializeField] private Button m_creditsButton;
[SerializeField] private Button m_restartButton;
[SerializeField] private TextMeshProUGUI m_titleText;
[SerializeField] private CanvasGroup m_canvasGroup;
[SerializeField] private float m_fadeTime = 0.5f;
[SerializeField] private float m_autoRestartTime = 3f;
private bool m_restarting;
private float m_restartTimeRemaining;
private void Awake()
{
if (Application.isPlaying && GameFlowController.Instance)
{
SetVisible(false);
GameFlowController.Instance.GameOverRequested.AddListener(OnGameOverRequested);
}
}
private void OnDestroy()
{
if (Application.isPlaying && GameFlowController.Instance)
{
GameFlowController.Instance.GameOverRequested.RemoveListener(OnGameOverRequested);
}
}
private void OnGameOverRequested()
{
SetVisible(true);
_ = StartCoroutine(FadeCoroutine(0, 1));
}
private void SetVisible(bool visible)
{
if (!Application.isPlaying) return;
if (m_canvas.gameObject.activeSelf == visible) return;
m_canvas.gameObject.SetActive(visible);
if (visible)
{
m_restarting = false;
m_restartTimeRemaining = m_autoRestartTime;
m_creditsButton.gameObject.SetActive(true);
m_titleText.SetText("Game Over"); // TODO: localise
var cameraTransform = Camera.main.transform;
var lateralForward = cameraTransform.forward;
lateralForward.y = 0;
lateralForward.Normalize();
transform.position = cameraTransform.position + lateralForward * m_placementDistance + Vector3.up * m_placementHeightOffset;
transform.rotation = Quaternion.LookRotation(lateralForward, Vector3.up);
}
}
private void Update()
{
if (!m_restarting && m_canvas.gameObject.activeSelf && m_restartTimeRemaining > 0)
{
m_restartTimeRemaining -= Time.deltaTime;
if (m_restartTimeRemaining <= 0) RestartGame();
}
}
#region Button Targets
public void ShowCredits()
{
m_creditsButton.gameObject.SetActive(false);
m_titleText.SetText("Credits"); // TODO: localise
_ = StartCoroutine(ShowCreditsCoroutine());
}
public void RestartGame()
{
if (m_restarting) return;
m_restarting = true;
StopAllCoroutines();
_ = StartCoroutine(RestartGameCoroutine());
}
#endregion
#region Coroutines
private IEnumerator FadeCoroutine(float from, float to, bool forceEntireRange = true)
{
// if forceEntireRange is false, use an inverse lerp to decide how much time the remaining fade will take
// this ensures that we can safely start a fade out part way through a fade in
var t = forceEntireRange ? 0 : Mathf.InverseLerp(from, to, m_canvasGroup.alpha) * m_fadeTime;
while (t < m_fadeTime)
{
t += Time.deltaTime;
m_canvasGroup.alpha = Mathf.Lerp(from, to, t / m_fadeTime);
yield return null;
}
m_canvasGroup.alpha = to;
}
private IEnumerator RestartGameCoroutine()
{
yield return FadeCoroutine(1, 0, false);
GameFlowController.Instance.RestartGame();
}
private IEnumerator ShowCreditsCoroutine()
{
// TODO: show credits, etc.
yield break;
}
#endregion
}
}