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using System;
using System.Collections.Generic;
using System.Linq;
using Global;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
namespace Menu {
public class RoomUI {
public VisualElement Root { get; set; }
private DropdownField difficultyField;
public void Show() {
difficultyField = Root.Q<DropdownField>("Difficulty");
difficultyField.choices = Enum.GetNames(typeof(Difficulty)).ToList();
difficultyField.RegisterValueChangedCallback(evt => RoomSettings.AIDifficulty = Enum.Parse<Difficulty>(evt.newValue));
difficultyField.index = 2;
SliderInt slider = Root.Q<SliderInt>("CustomWinScore");
slider.style.visibility = Visibility.Hidden;
slider.RegisterValueChangedCallback(evt => {
RoomSettings.CustomWinScore = evt.newValue;
slider.Q<Label>().text = evt.newValue.ToString();
});
slider.value = 20;
Toggle toggle = Root.Q<Toggle>("WinScore");
toggle.RegisterValueChangedCallback(evt => {
slider.style.visibility = evt.newValue ? Visibility.Visible : Visibility.Hidden;
RoomSettings.WinScore = evt.newValue ? WinScore.Custom : WinScore.Default;
});
toggle.value = false;
Button startButton = Root.Q<Button>("Start");
startButton.clicked += () => {
SceneManager.LoadScene("Game");
};
Root.style.display = DisplayStyle.Flex;
}
public void Hide() {
Root.style.display = DisplayStyle.None;
}
private void BackToMainMenu() {
Hide();
MainUI.Instance.mainMenuUI.ResetAndShow();
}
}
}