Snapshot of the existing Unity 6 language-learning word game before any refactoring. Adds Unity .gitignore and .gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
64 lines
No EOL
2.4 KiB
C#
64 lines
No EOL
2.4 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class MenuManager : MonoBehaviour
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{
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[Header("━━━ BUTONLAR ━━━━━━━━━━━━━━━━━━━━━━━━━")]
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public Button playButton;
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public Button wordsButton;
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public Button settingsButton;
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public Button tutorialButton;
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public Button leaderboardButton;
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public Button backButton;
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[Header("━━━ SAHNE ADLARI ━━━━━━━━━━━━━━━━━━━━━")]
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public string playSceneName;
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public string backSceneName;
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[Header("━━━ POPUP PANELLER ━━━━━━━━━━━━━━━━━━━")]
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public GameObject wordsPopup;
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public GameObject settingsPopup;
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public GameObject tutorialPopup;
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public GameObject leaderboardPopup;
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[Header("━━━ CLOSE BUTONLAR ━━━━━━━━━━━━━━━━━━━")]
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public Button wordsClose;
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public Button settingsClose;
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public Button tutorialClose;
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public Button leaderboardClose;
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void Start()
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{
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// Sahne geçişleri
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playButton.onClick.AddListener(() => LoadScene(playSceneName));
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backButton.onClick.AddListener(() => LoadScene(backSceneName));
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// Popup açıcılar
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wordsButton.onClick.AddListener(() => OpenPopup(wordsPopup));
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settingsButton.onClick.AddListener(() => OpenPopup(settingsPopup));
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tutorialButton.onClick.AddListener(() => OpenPopup(tutorialPopup));
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leaderboardButton.onClick.AddListener(() => OpenPopup(leaderboardPopup));
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// Popup kapatıcılar
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wordsClose.onClick.AddListener(() => ClosePopup(wordsPopup));
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settingsClose.onClick.AddListener(() => ClosePopup(settingsPopup));
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tutorialClose.onClick.AddListener(() => ClosePopup(tutorialPopup));
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leaderboardClose.onClick.AddListener(() => ClosePopup(leaderboardPopup));
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// Hepsi başta kapalı
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wordsPopup.SetActive(false);
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settingsPopup.SetActive(false);
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tutorialPopup.SetActive(false);
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leaderboardPopup.SetActive(false);
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}
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void OpenPopup(GameObject popup) => popup.SetActive(true);
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void ClosePopup(GameObject popup) => popup.SetActive(false);
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void LoadScene(string sceneName)
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{
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if (!string.IsNullOrEmpty(sceneName))
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SceneManager.LoadScene(sceneName);
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}
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} |