make button config functionable; better button sound
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@@ -0,0 +1,43 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ButtonSettingManager : MonoBehaviour
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{
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public ButtonType buttonType;
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private PanelButton panelButton;
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void Start()
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{
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panelButton = GetComponent<PanelButton>();
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ConfigManager.onConfigChanged += ApplyConfig;
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ConfigManager.EnsureInitialization();
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ApplyConfig();
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}
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void ApplyConfig()
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{
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switch (buttonType)
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{
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case ButtonType.Test:
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panelButton.key = ConfigManager.config.TestKey;
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break;
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case ButtonType.Service:
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panelButton.key = ConfigManager.config.ServiceKey;
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break;
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case ButtonType.Coin:
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panelButton.key = ConfigManager.config.CoinKey;
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break;
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case ButtonType.Custom:
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panelButton.key = ConfigManager.config.CustomKey;
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break;
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}
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}
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public enum ButtonType
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{
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Test = 0,
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Service = 1,
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Coin = 2,
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Custom = 3,
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 03d77b3507ce3cb48bc8b62891a50d96
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,7 +6,8 @@
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"GUID:6055be8ebefd69e48b49212b09b47b2f",
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"GUID:2dcfcfc00d4ac7749bb60698b85f1dc2",
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"GUID:fe685ec1767f73d42b749ea8045bfe43",
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"GUID:75469ad4d38634e559750d17036d5f7c"
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"GUID:75469ad4d38634e559750d17036d5f7c",
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"GUID:e9ef0e10f8c2b264e9705f57f028b9e8"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -0,0 +1,16 @@
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{
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"name": "Essential",
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"rootNamespace": "",
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"references": [
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"GUID:6055be8ebefd69e48b49212b09b47b2f"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: e9ef0e10f8c2b264e9705f57f028b9e8
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -85,10 +85,11 @@ public class TouchManager : MonoBehaviour
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ReadHead(ComL, 0);
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if (ComR.IsOpen)
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ReadHead(ComR, 1);
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//if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
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//following are touch test code
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//if (Input.GetKeyDown(KeyCode.M))
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//StartCoroutine(TouchTest(true));
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if (Input.GetKeyDown(KeyCode.M) && StartUp)
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SendTouchState();
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//if (Input.GetKeyDown(KeyCode.M) && StartUp)
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//SendTouchState();
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}
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private void SendTouchState()
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