Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/Popups/Settings.cs

105 lines
3.1 KiB
C#

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