// 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 } }