├── BeeGameplay.gif
├── BeeControl
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── AudioManager.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── DynamicsManager.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── NetworkManager.asset
│ ├── ProjectSettings.asset
│ ├── QualitySettings.asset
│ ├── UnityAdsSettings.asset
│ ├── Physics2DSettings.asset
│ ├── EditorBuildSettings.asset
│ └── UnityAnalyticsManager.asset
├── assets
│ ├── UnityVS
│ │ ├── Editor
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll.meta
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll.meta
│ │ │ ├── UnityVS.VersionSpecific.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll
│ │ │ └── UnityVS.VersionSpecific.dll.meta
│ │ └── Editor.meta
│ ├── Textures
│ │ ├── Bee.png
│ │ ├── Mouse.png
│ │ ├── Path.png
│ │ ├── UI_BG.png
│ │ ├── Button.png
│ │ ├── BeeMaster_DIF.png
│ │ ├── BeeMaster_NRM.png
│ │ ├── Exclamation.png
│ │ ├── FlowerField.png
│ │ ├── BeeMaster2_DIF.png
│ │ ├── BeeMaster3_DIF.png
│ │ ├── BeeMaster_SPEC.tga
│ │ ├── GrassBGMaster_DIF.png
│ │ ├── GreenLeafMaster2_DIF.tga
│ │ ├── GreenLeafMaster2_NRM.png
│ │ ├── GreenLeafMaster_DIF.png
│ │ ├── GreenLeafMaster_NRM.png
│ │ ├── GreenLeafMaster_SPEC.tga
│ │ ├── HoneyCombMaster_DIF.png
│ │ ├── HoneyCombMaster_NRM.png
│ │ ├── TreeBranchMaster_DIF.png
│ │ ├── TreeBranchMaster_NRM.png
│ │ ├── GreenLeafMaster2_SPEC.tga
│ │ ├── HoneyCombTileMaster_DIF.png
│ │ ├── TreeBranchMaster_SPEC.tga
│ │ ├── Bee.png.meta
│ │ ├── Mouse.png.meta
│ │ ├── UI_BG.png.meta
│ │ ├── Button.png.meta
│ │ ├── Path.png.meta
│ │ ├── BeeMaster_DIF.png.meta
│ │ ├── BeeMaster_NRM.png.meta
│ │ ├── Exclamation.png.meta
│ │ ├── FlowerField.png.meta
│ │ ├── BeeMaster2_DIF.png.meta
│ │ ├── BeeMaster3_DIF.png.meta
│ │ ├── BeeMaster_SPEC.tga.meta
│ │ ├── GrassBGMaster_DIF.png.meta
│ │ ├── GreenLeafMaster_NRM.png.meta
│ │ ├── HoneyCombMaster_NRM.png.meta
│ │ ├── GreenLeafMaster2_DIF.tga.meta
│ │ ├── GreenLeafMaster2_NRM.png.meta
│ │ ├── GreenLeafMaster2_SPEC.tga.meta
│ │ ├── GreenLeafMaster_DIF.png.meta
│ │ ├── GreenLeafMaster_SPEC.tga.meta
│ │ ├── HoneyCombMaster_DIF.png.meta
│ │ ├── HoneyCombMaster_SPEC.tga.meta
│ │ ├── HoneyCombTileMaster_DIF.png.meta
│ │ ├── TreeBranchMaster_DIF.png.meta
│ │ ├── TreeBranchMaster_NRM.png.meta
│ │ └── TreeBranchMaster_SPEC.tga.meta
│ ├── Audio
│ │ ├── bee_land.wav
│ │ ├── bee_loop.wav
│ │ ├── bee_collide.wav
│ │ ├── game_over_1.wav
│ │ ├── hive_grow.wav
│ │ ├── button_click_1.wav
│ │ ├── splash_screen_2.wav
│ │ ├── bee_collide.wav.meta
│ │ ├── bee_land.wav.meta
│ │ ├── bee_loop.wav.meta
│ │ ├── game_over_1.wav.meta
│ │ ├── hive_grow.wav.meta
│ │ ├── button_click_1.wav.meta
│ │ └── splash_screen_2.wav.meta
│ ├── Scenes
│ │ ├── Main.unity
│ │ ├── Main
│ │ │ ├── SkyboxProbe-0.exr
│ │ │ ├── LightmapSnapshot.asset
│ │ │ ├── LightmapSnapshot.asset.meta
│ │ │ └── SkyboxProbe-0.exr.meta
│ │ ├── Main.unity.meta
│ │ └── Main.meta
│ ├── Resources
│ │ ├── Localization.csv
│ │ └── Localization.csv.meta
│ ├── Fonts
│ │ ├── PoetsenOne-Regular.ttf
│ │ └── PoetsenOne-Regular.ttf.meta
│ ├── Prefabs
│ │ ├── Meshes
│ │ │ ├── BeeGameAssets.FBX
│ │ │ ├── Leaf01.prefab.meta
│ │ │ ├── HCombMeshes.prefab.meta
│ │ │ ├── Materials
│ │ │ │ ├── GreenLeaf.mat.meta
│ │ │ │ ├── No Name.mat.meta
│ │ │ │ ├── HoneyCombMaster_DIF.mat.meta
│ │ │ │ ├── HoneyCombTileMaster_DIF.mat.meta
│ │ │ │ ├── TreeBranchMaster_DIF.mat.meta
│ │ │ │ ├── No Name.mat
│ │ │ │ ├── GreenLeaf.mat
│ │ │ │ ├── HoneyCombMaster_DIF.mat
│ │ │ │ ├── TreeBranchMaster_DIF.mat
│ │ │ │ └── HoneyCombTileMaster_DIF.mat
│ │ │ ├── Materials.meta
│ │ │ ├── Leaf01.prefab
│ │ │ └── BeeGameAssets.FBX.meta
│ │ ├── Bee.prefab.meta
│ │ ├── Alert .prefab.meta
│ │ ├── Button.prefab.meta
│ │ ├── QuitHint.prefab.meta
│ │ ├── Honeycomb.prefab.meta
│ │ ├── LanguageMenu.prefab.meta
│ │ ├── Meshes.meta
│ │ └── Alert .prefab
│ ├── Standard Assets
│ │ ├── CrossPlatformInput
│ │ │ ├── PlayerArrow.png
│ │ │ └── PlayerArrow.png.meta
│ │ └── CrossPlatformInput.meta
│ ├── Materials
│ │ ├── Bee.mat.meta
│ │ ├── Bee2.mat.meta
│ │ ├── Bee3.mat.meta
│ │ ├── Path.mat.meta
│ │ ├── Branch.mat.meta
│ │ ├── Leaf01.mat.meta
│ │ ├── Leaf02.mat.meta
│ │ ├── Leaf03.mat.meta
│ │ ├── LeafBlur.mat.meta
│ │ ├── Background.mat.meta
│ │ ├── HoneyComb01.mat.meta
│ │ ├── HoneyComb02.mat.meta
│ │ ├── HoneyCombRed.mat.meta
│ │ ├── HoneycombOpen.mat.meta
│ │ ├── New Material.mat.meta
│ │ ├── HoneycombBorder.mat.meta
│ │ ├── HoneycombClosed.mat.meta
│ │ ├── GreenLeafMaster2_DIF.mat.meta
│ │ ├── HoneycombBorder.mat
│ │ ├── HoneyComb01.mat
│ │ ├── Background.mat
│ │ ├── HoneycombOpen.mat
│ │ ├── HoneycombClosed.mat
│ │ ├── GreenLeafMaster2_DIF.mat
│ │ ├── Path.mat
│ │ ├── Branch.mat
│ │ ├── HoneyComb02.mat
│ │ ├── Bee2.mat
│ │ ├── Bee3.mat
│ │ ├── Bee.mat
│ │ ├── Leaf03.mat
│ │ ├── HoneyCombRed.mat
│ │ └── Leaf02.mat
│ ├── Audio.meta
│ ├── Fonts.meta
│ ├── Prefabs.meta
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── UnityVS.meta
│ ├── Materials.meta
│ ├── Resources.meta
│ ├── Textures.meta
│ ├── Scripts
│ │ ├── PlayerRank.cs
│ │ ├── Utils.cs.meta
│ │ ├── AlertIcon.cs.meta
│ │ ├── BeeManager.cs.meta
│ │ ├── Beehive.cs.meta
│ │ ├── CSVReader.cs.meta
│ │ ├── FlightPath.cs.meta
│ │ ├── Honeycomb.cs.meta
│ │ ├── PlayerRank.cs.meta
│ │ ├── UIManager.cs.meta
│ │ ├── AudioHelper.cs.meta
│ │ ├── AudioManager.cs.meta
│ │ ├── BeeController.cs.meta
│ │ ├── GameplayManager.cs.meta
│ │ ├── GestureManager.cs.meta
│ │ ├── LanguageMenu.cs.meta
│ │ ├── LevelManager.cs.meta
│ │ ├── ObjectPooler.cs.meta
│ │ ├── QuitOnEscape.cs.meta
│ │ ├── WingController.cs.meta
│ │ ├── PlaySoundOnActive.cs.meta
│ │ ├── StaticTextManager.cs.meta
│ │ ├── LocalizationManager.cs.meta
│ │ ├── QuitOnEscape.cs
│ │ ├── PlaySoundOnActive.cs
│ │ ├── WingController.cs
│ │ ├── StaticTextManager.cs
│ │ ├── CSVReader.cs
│ │ ├── LevelManager.cs
│ │ ├── AudioHelper.cs
│ │ ├── AudioManager.cs
│ │ ├── AlertIcon.cs
│ │ ├── LanguageMenu.cs
│ │ ├── Utils.cs
│ │ ├── GestureManager.cs
│ │ ├── Honeycomb.cs
│ │ ├── ObjectPooler.cs
│ │ ├── UIManager.cs
│ │ └── GameplayManager.cs
│ └── Standard Assets.meta
└── license.txt
├── Microsoft-Imagine.png
└── CONTRIBUTING.md
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2 | m_StandardAssetsVersion: 0
3 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Enumeration for the player rank.
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Script to detect if the escape key is pressed. If so it will quit the game.
6 | ///
7 | public class QuitOnEscape : MonoBehaviour
8 | {
9 | void LateUpdate()
10 | {
11 | // Check if the ESC key is pressed.
12 | if (Input.GetKeyDown(KeyCode.Escape))
13 | {
14 | // Quit the application.
15 | Application.Quit();
16 | }
17 | }
18 | }
19 |
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/BeeControl/assets/Scripts/PlaySoundOnActive.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Script to play a sound when the game object is activated.
6 | ///
7 | public class PlaySoundOnActive : MonoBehaviour
8 | {
9 | public AudioClip sound; // Sound to be played.
10 |
11 | AudioSource source;
12 |
13 | void OnEnable()
14 | {
15 | // Check if we have a audio source, if not create a new one.
16 | if (source == null)
17 | {
18 | source = AudioHelper.CreateAudioSource(gameObject, sound);
19 | }
20 | source.Play();
21 | }
22 | }
23 |
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/BeeControl/assets/Scripts/WingController.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Script to control the wing animations of the bee.
6 | ///
7 | public class WingController : MonoBehaviour
8 | {
9 | public float range; // The wing's rotation range.
10 | public float speed; // The wing's rotation speed.
11 |
12 | void Update()
13 | {
14 | // Use a sinusoidal function to control the repeating wing animation.
15 | float angle = Mathf.Sin(Time.time * speed) * range;
16 | transform.localRotation = Quaternion.Euler(new Vector3(0f, 0f, angle));
17 | }
18 | }
--------------------------------------------------------------------------------
/BeeControl/assets/Scripts/StaticTextManager.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 |
5 | public class StaticTextManager : MonoBehaviour
6 | {
7 | [System.Serializable]
8 | public struct TextInfo
9 | {
10 | public Text textObject;
11 | public string localizationKey;
12 | }
13 |
14 | public TextInfo[] textObjects;
15 |
16 | // Use this for initialization
17 | void Start()
18 | {
19 | UpdateText();
20 | }
21 |
22 | void UpdateText()
23 | {
24 | foreach (TextInfo t in textObjects)
25 | {
26 | t.textObject.text = LocalizationManager.Instance.GetString(t.localizationKey);
27 | }
28 | }
29 |
30 | public void OnLanguageChanged()
31 | {
32 | UpdateText();
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
/CONTRIBUTING.md:
--------------------------------------------------------------------------------
1 | 
2 |
3 | ## Contributing
4 |
5 | Hello and thank you for considering contributing to the Microsoft Imagine open source learn-to-code kits!
6 |
7 | ## How to help us out
8 | Our small, but determined team appreciates your help! One of the best ways to help us (and keep it simple) is to [find and log bugs](https://github.com/Microsoft/Imagine_bee-control/issues): Screenshots, links to video clips are especially valuable to helping us reproduce the issue.
9 |
10 | Spread the word to friends and family about our [learn-to-code kits](https://msdn.microsoft.com/imagine/imagine-create), have them try them out, and see what we can do to improve them.
11 |
12 | Thanks much!
13 |
14 |
15 |
16 |
17 |
--------------------------------------------------------------------------------
/BeeControl/license.txt:
--------------------------------------------------------------------------------
1 | Bee Control
2 |
3 | Copyright (c) 2016 Microsoft Corporation
4 |
5 | All rights reserved.
6 |
7 | MIT License
8 |
9 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
10 |
11 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
12 |
13 | 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 NONINFRINGEMENT. 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.
--------------------------------------------------------------------------------
/BeeControl/assets/Scripts/CSVReader.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Text.RegularExpressions;
5 |
6 | public class CSVReader
7 | {
8 | static string SPLIT_RE = @",(?=(?:[^""]*""[^""]*"")*(?![^""]*""))";
9 | static string LINE_SPLIT_RE = @"\r\n|\n\r|\n|\r";
10 | static char[] TRIM_CHARS = { '\"' };
11 |
12 | public static Dictionary> Read(string file)
13 | {
14 | var list = new Dictionary>();
15 | TextAsset data = Resources.Load(file) as TextAsset;
16 |
17 | var lines = Regex.Split(data.text, LINE_SPLIT_RE);
18 |
19 | if (lines.Length <= 1) return list;
20 |
21 | var header = Regex.Split(lines[0], SPLIT_RE);
22 | for (var i = 1; i < lines.Length; i++)
23 | {
24 | var values = Regex.Split(lines[i], SPLIT_RE);
25 | if (values.Length == 0 || values[0] == "") continue;
26 |
27 | var entry = new Dictionary();
28 | for (var j = 1; j < header.Length && j < values.Length; j++)
29 | {
30 | string value = values[j];
31 | value = value.TrimStart(TRIM_CHARS).TrimEnd(TRIM_CHARS).Replace("\\n", "\n");
32 |
33 | entry[header[j]] = value;
34 | }
35 | list.Add(values[0], entry);
36 | }
37 | return list;
38 | }
39 | }
40 |
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/BeeControl/assets/Scripts/LevelManager.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// The level manager is responsible for defining the player ranking. The level manager is a
6 | /// singleton and can be accessed in any script using the LevelManager.Instance syntax.
7 | ///
8 | public class LevelManager : MonoBehaviour
9 | {
10 | // The static singleton instance of the level manager.
11 | public static LevelManager Instance { get; private set; }
12 |
13 | public int goldRequirement; // Requirement for Gold rank.
14 | public int silverRequirement; // Requirement for Silver rank.
15 | public int bronzeRequirement; // Requirement for Bronze rank.
16 |
17 | void Awake()
18 | {
19 | // Register this script as the singleton instance.
20 | Instance = this;
21 | }
22 |
23 | ///
24 | /// Gets the rank for the player given the score.
25 | ///
26 | /// The player rank.
27 | /// The player's score.
28 | public PlayerRank GetRank(int score)
29 | {
30 | // Set default to unranked.
31 | PlayerRank rank = PlayerRank.Unranked;
32 |
33 | // Check requirement for Gold rank.
34 | if (score >= goldRequirement)
35 | {
36 | rank = PlayerRank.Gold;
37 | }
38 | // Check requirement for Silver rank.
39 | else if (score >= silverRequirement)
40 | {
41 | rank = PlayerRank.Silver;
42 | }
43 | // Check requirement for Bronze rank.
44 | else if (score >= bronzeRequirement)
45 | {
46 | rank = PlayerRank.Bronze;
47 | }
48 | return rank;
49 | }
50 | }
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/BeeControl/assets/Scripts/AudioHelper.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Audio related helper functions. These are static functions and can be call directly using
6 | /// AudioHelper.FunctionName() syntax without having to attach to any GameObject.
7 | ///
8 | public class AudioHelper
9 | {
10 | ///
11 | /// Creates and attaches a new audio source component to the given game object. The
12 | /// audio source will play the audio clip provided. If an audio source with a matching
13 | /// audio clip is found in AudioManager, the settings will be copied over to the new
14 | /// audio source component.
15 | ///
16 | /// The new audio source component.
17 | /// The game object the audio source component is attached to.
18 | /// The audio clip for the audio source component.
19 | public static AudioSource CreateAudioSource(GameObject obj, AudioClip clip)
20 | {
21 | // Check if we have a match in the audio manager.
22 | AudioSource customSource = AudioManager.Instance.GetSourceWithClip(clip.name);
23 |
24 | AudioSource source;
25 | if (customSource == null)
26 | {
27 | // If no match is found, create a new audio source and use the default settings.
28 | source = obj.AddComponent();
29 | source.clip = clip;
30 | }
31 | else
32 | {
33 | // If a match is found, create an audio source based on the custom settings.
34 | source = obj.AddComponent(customSource);
35 | }
36 | return source;
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/BeeControl/assets/Scripts/AudioManager.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// The audio manager allows us to centralize all the audio settings under one game object so it
6 | /// is easier for the sound designer to locate and tune the audio settings. The audio source paramters
7 | /// can then be referenced by game objects that actually plays the sound. The audio manager is a
8 | /// singleton and can be accessed in any script using the AudioManager.Instance syntax.
9 | ///
10 | public class AudioManager : MonoBehaviour
11 | {
12 | // The static singleton instance of the audio manager.
13 | public static AudioManager Instance { get; private set; }
14 |
15 | void Awake()
16 | {
17 | // Register this script as the singleton instance.
18 | Instance = this;
19 | }
20 |
21 | ///
22 | /// Returns the audio source with the matching audio clip name.
23 | ///
24 | /// The audio source.
25 | /// The audio clip name.
26 | public AudioSource GetSourceWithClip(string clipName)
27 | {
28 | // Loop through all children audio sources.
29 | AudioSource[] audioSources = GetComponents();
30 | foreach (AudioSource source in audioSources)
31 | {
32 | // Return the one with a matching audio clip name.
33 | if (source.clip.name == clipName)
34 | {
35 | return source;
36 | }
37 | }
38 |
39 | // If no match is found, log a warning and return null.
40 | Debug.LogWarning("[AudioManager] Can't find audio source with clip: " + clipName);
41 | return null;
42 | }
43 | }
44 |
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/BeeControl/assets/Scripts/AlertIcon.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 |
5 | ///
6 | /// Controls the alert icon for when a bee is off the screen.
7 | ///
8 | public class AlertIcon : MonoBehaviour
9 | {
10 | public float screenOffset; // Distance from the edge of the screen.
11 |
12 | BeeController beeController; // Controller script for the bee we are tracking.
13 | Transform beeTransform; // Transform component of the bee we are tracking.
14 |
15 | void Update()
16 | {
17 | // Check if the bee is still valid.
18 | if (beeTransform == null || beeController.IsStunned())
19 | {
20 | // Stop tracking if the bee is gone or is stunned.
21 | Destroy(gameObject);
22 | return;
23 | }
24 |
25 | // Check if the bee is visible yet.
26 | Vector3 viewportPosition = Camera.main.WorldToViewportPoint(beeTransform.position);
27 | if (viewportPosition.x >= 0f && viewportPosition.x <= 1f &&
28 | viewportPosition.y >= 0f && viewportPosition.y <= 1f)
29 | {
30 | // Bee is in view, we can destroy the icon now.
31 | Destroy(gameObject);
32 | return;
33 | }
34 |
35 | // Update icon screen position.
36 | Vector3 screenPosition = Camera.main.ViewportToScreenPoint(viewportPosition);
37 | screenPosition.x = Mathf.Clamp(screenPosition.x, screenOffset, Screen.width - screenOffset);
38 | screenPosition.y = Mathf.Clamp(screenPosition.y, screenOffset, Screen.height - screenOffset);
39 | transform.position = screenPosition;
40 | }
41 |
42 | ///
43 | /// Call this to set the bee this icon should be tracking.
44 | ///
45 | /// Game object for the bee.
46 | public void TrackBee(GameObject bee)
47 | {
48 | beeController = bee.GetComponent();
49 | beeTransform = bee.transform;
50 | }
51 | }
52 |
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/BeeControl/assets/Scripts/LanguageMenu.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 |
6 | ///
7 | /// Script for the language selection menu.
8 | ///
9 | public class LanguageMenu : MonoBehaviour
10 | {
11 | List languages; // List of supported languages.
12 |
13 | [SerializeField] GameObject menuPanel; // Menu panel game object.
14 | [SerializeField] Button parentButton; // Main menu button.
15 | [SerializeField] GameObject menuItemPrefab; // Menu item prefab.
16 |
17 | bool open; // Is the menu current opened?
18 |
19 | void Start()
20 | {
21 | // Get the list of available languages from the localization manager.
22 | languages = LocalizationManager.Instance.GetLanguages();
23 |
24 | // Create a menu button for each language.
25 | foreach (string l in languages)
26 | {
27 | GameObject button = Instantiate(menuItemPrefab) as GameObject;
28 | button.GetComponentInChildren().text = LocalizationManager.Instance.GetLanguageString(l);
29 | button.transform.SetParent(menuPanel.transform);
30 | string lang = l;
31 | button.GetComponent