Beispiel #1
0
        override public void Activate()
        {
            if (state != States.Active)
            {
                // If we're in a tutorial and we get to the MainMenu, kill the tutorial.
                TutorialManager.Deactivate();

                // Do stack handling here.  If we do it in the update object we have no
                // clue which order things get pushed and popped and madness ensues.
                CommandStack.Push(commandMap);
                shared.menu.Active = true;

                pendingState             = States.Active;
                BokuGame.objectListDirty = true;

                // Restore the default texture map for UI use.
                BokuGame.bokuGame.shaderGlobals.EnvTextureName = null;

                // Not persisting, make sure it's empty.
                XmlOptionsData.WebUserSecret = String.Empty;

                timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MainMenuTime);

                Foley.PlayMenuLoop();
            }
        }   // end of MainMenu Activate()
Beispiel #2
0
        override public void Activate()
        {
            if (state != States.Active)
            {
                // Do stack handling here.  If we do it in the update object we have no
                // clue which order things get pushed and popped and madness ensues.
                CommandStack.Push(commandMap);

                pendingState             = States.Active;
                BokuGame.objectListDirty = true;

                saveChangesActivated = false;

                HelpOverlay.ToolIcon = null;

                InGame.inGame.RenderWorldAsThumbnail = true;

                timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MiniHubTime);

                Foley.PlayMenuLoop();

                Time.Paused = true;

                AuthUI.ShowStatusDialog();
            }
        }
        }   // end of HelpScreens Refresh()

        override public void Activate()
        {
            if (state != States.Active)
            {
                // Do stack handling here.  If we do it in the update object we have no
                // clue which order things get pushed and popped and madness ensues.
                CommandStack.Push(commandMap);

                pendingState             = States.Active;
                BokuGame.objectListDirty = true;

                // Start at the beginning?
                shared.curScreen  = 0;
                shared.curTexture = null;
                shared.dirty      = true;

                Foley.PlayMenuLoop();
            }
        }   // end of HelpScreens Activate()