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https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-10 04:53:15 +08:00
Adjusted navbar width and switched the new time scale slider and lock button positions.
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-1
@@ -46,7 +46,7 @@ namespace UnityExplorer.UI
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public static RectTransform NavBarRect;
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public static GameObject NavbarTabButtonHolder;
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private static readonly Vector2 NAVBAR_DIMENSIONS = new(1250f, 35f);
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private static readonly Vector2 NAVBAR_DIMENSIONS = new(1300f, 35f);
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private static ButtonRef closeBtn;
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private static TimeScaleWidget timeScaleWidget;
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@@ -114,16 +114,16 @@ namespace UnityExplorer.UI.Widgets
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timeInput.Text = string.Empty;
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timeInput.Text = Time.timeScale.ToString();
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lockBtn = UIFactory.CreateButton(parent, "PauseButton", "Lock", new Color(0.2f, 0.2f, 0.2f));
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UIFactory.SetLayoutElement(lockBtn.Component.gameObject, minHeight: 25, minWidth: 50);
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lockBtn.OnClick += OnPauseButtonClicked;
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GameObject sliderObj = UIFactory.CreateSlider(parent, "Slider_time_scale", out Slider slider);
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UIFactory.SetLayoutElement(sliderObj, minHeight: 25, minWidth: 75, flexibleWidth: 0);
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slider.onValueChanged.AddListener((newTimeScale) => desiredTime = newTimeScale);
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slider.m_FillImage.color = Color.clear;
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slider.minValue = 0f;
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slider.maxValue = 2f;
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lockBtn = UIFactory.CreateButton(parent, "PauseButton", "Lock", new Color(0.2f, 0.2f, 0.2f));
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UIFactory.SetLayoutElement(lockBtn.Component.gameObject, minHeight: 25, minWidth: 50);
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lockBtn.OnClick += OnPauseButtonClicked;
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}
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// Only allow Time.timeScale to be set if the user hasn't "locked" it or if we are setting the value internally.
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