Initial commit: Unity WordConnect project
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105
Assets/WordConnectGameToolkit/Scripts/Popups/Settings.cs
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105
Assets/WordConnectGameToolkit/Scripts/Popups/Settings.cs
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using UnityEngine;
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using UnityEngine.UI;
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using WordsToolkit.Scripts.Enums;
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using WordsToolkit.Scripts.Gameplay.Managers;
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using WordsToolkit.Scripts.GUI;
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using WordsToolkit.Scripts.System;
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using VContainer;
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using WordsToolkit.Scripts.GUI.Buttons;
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namespace WordsToolkit.Scripts.Popups
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{
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public class Settings : PopupWithCurrencyLabel
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{
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[SerializeField]
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private CustomButton privacypolicy;
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[SerializeField]
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private Button restorePurchase;
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[SerializeField]
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private Slider vibrationSlider;
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private const string VibrationPrefKey = "VibrationLevel";
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protected virtual void OnEnable()
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{
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privacypolicy?.onClick.AddListener(PrivacyPolicy);
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LoadVibrationLevel();
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vibrationSlider.onValueChanged.AddListener(SaveVibrationLevel);
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closeButton.onClick.RemoveAllListeners();
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closeButton.onClick.AddListener(BackToGame);
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restorePurchase?.onClick.AddListener(RestorePurchase);
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restorePurchase?.gameObject.SetActive(gameSettings.enableInApps);
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}
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private void RestorePurchase()
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{
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gameManager.RestorePurchases(((b, list) =>
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{
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if (b)
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Close();
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}));
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}
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private void BackToGame()
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{
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DisablePause();
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Close();
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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vibrationSlider.onValueChanged.RemoveListener(SaveVibrationLevel);
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}
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private void SaveVibrationLevel(float value)
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{
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PlayerPrefs.SetFloat(VibrationPrefKey, value);
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PlayerPrefs.Save();
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}
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private void LoadVibrationLevel()
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{
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if (PlayerPrefs.HasKey(VibrationPrefKey))
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{
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vibrationSlider.value = PlayerPrefs.GetFloat(VibrationPrefKey);
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}
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else
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{
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vibrationSlider.value = 1.0f;
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SaveVibrationLevel(1.0f);
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}
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}
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private void PrivacyPolicy()
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{
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StopInteration();
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DisablePause();
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menuManager.ShowPopup<GDPR>();
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Close();
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}
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private void DisablePause()
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{
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if (stateManager.CurrentState == EScreenStates.Game)
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{
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EventManager.GameStatus = EGameState.Playing;
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}
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}
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}
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}
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