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MenuPanel.cs
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using Oculus.Interaction;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
#if FUSION2
using Fusion;
#endif
public class MenuPanel : MonoBehaviour
{
[Header("MR Motifs - Library: Sample Scenes")]
[Tooltip("List of buttons that load the scenes.")]
[SerializeField] private List<Button> sceneButtons;
[Tooltip("List of scene names.")]
[SerializeField] private List<string> sceneNames;
[Header("Menu Controls")]
[Tooltip("Root object containing the menu components.")]
[SerializeField] private GameObject menuRoot;
[Tooltip("Ray Interactable of the canvas.")]
[SerializeField] private RayInteractable rayInteractable;
[Tooltip("Poke Interactable of the canvas.")]
[SerializeField] private PokeInteractable pokeInteractable;
[Tooltip("Parent that contains the viewport.")]
[SerializeField] private GameObject menuContent;
[Tooltip("The button to close the menu.")]
[SerializeField] private Button panelCloseButton;
[Header("Motif #1 - Passthrough Transitioning")]
[Tooltip("The button used in the passthrough fader scenes to toggle passthrough on and off.")]
[SerializeField] private Button passthroughFaderButton;
[Tooltip("The slider used in the passthrough fader slider scene to slowly change visibility.")]
[SerializeField] private Slider passthroughFaderSlider;
[Header("Motif #2 - Shared Activities")]
[Tooltip("The slider used in the passthrough fader slider scene to slowly change visibility.")]
[SerializeField] private Button friendsInviteButton;
public Button PassthroughFaderButton => passthroughFaderButton;
public Slider PassthroughFaderSlider => passthroughFaderSlider;
public Button FriendsInviteButton => friendsInviteButton;
private void Awake()
{
panelCloseButton.onClick.AddListener(CloseMenuPanel);
RegisterSceneButtonListeners();
}
private void OnDestroy()
{
panelCloseButton.onClick.RemoveListener(CloseMenuPanel);
DeregisterSceneButtonListeners();
}
private void RegisterSceneButtonListeners()
{
for (var i = 0; i < sceneButtons.Count; i++)
{
var index = i;
sceneButtons[index].onClick.AddListener(() => LoadScene(index));
}
}
private void DeregisterSceneButtonListeners()
{
for (var i = 0; i < sceneButtons.Count; i++)
{
var index = i;
sceneButtons[index].onClick.RemoveListener(() => LoadScene(index));
}
}
private void LoadScene(int sceneIndex)
{
#if FUSION2
var networkRunner = FindObjectOfType<NetworkRunner>();
if (networkRunner != null && networkRunner.IsSceneAuthority)
{
Debug.LogError($"Unloading multiplayer scene with active NetworkRunner");
networkRunner.UnloadScene(SceneRef.FromIndex(SceneManager.GetActiveScene().buildIndex));
networkRunner.Shutdown();
}
#endif
if (sceneIndex >= 0 && sceneIndex < sceneNames.Count)
{
StartCoroutine(LoadSceneAsync(sceneNames[sceneIndex]));
}
}
private IEnumerator LoadSceneAsync(string sceneName)
{
var asyncLoad = SceneManager.LoadSceneAsync(sceneName);
while (asyncLoad is { isDone: false })
{
yield return null;
}
}
public void ToggleMenu()
{
var isMenuActive = menuRoot.activeSelf;
pokeInteractable.enabled = !isMenuActive;
rayInteractable.enabled = !isMenuActive;
menuRoot.SetActive(!isMenuActive);
}
private void CloseMenuPanel()
{
pokeInteractable.enabled = false;
rayInteractable.enabled = false;
menuRoot.SetActive(false);
}
}