void Start()
    {
        //m_PlayerInputsHandler = FindObjectOfType<PlayerInputHandler>();
        //DebugUtility.HandleErrorIfNullFindObject<PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        if (PlayerPrefs.GetInt(FirstPlay) == 0)
        {
            PlayerPrefs.SetInt(BackgroundPref, 1);
            PlayerPrefs.SetInt(FirstPlay, -1);
        }

        UpdateSound();

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        //DebugUtility.HandleErrorIfNullFindObject<FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);

        musicToggle.isOn = PlayerPrefs.GetInt(BackgroundPref) == 1 ? true : false;
        musicToggle.onValueChanged.AddListener(OnMusicToggleChanged);
    }
Beispiel #2
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    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Beispiel #3
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        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();

            // CAll ScreenManager
            ScreenManager.Draw(spriteBatch);

            // Draw FPS if steting enable
            if (Settings.Default.ShowFPS)
            {
                deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
                FramerateCounter.Update(deltaTime);
                stringBuilder.Clear();
                stringBuilder.Append("FPS : ");
                stringBuilder.Append(FramerateCounter.AverageFramesPerSecond.ToString("F"));
                spriteBatch.DrawString(Jacklane, stringBuilder, new Vector2(1020, 10), Color.Yellow);
            }

            // CALL ScreenTransition effect
            ScreenTransitions.Draw(spriteBatch);

            // Draw cursor in game
            spriteBatch.Draw(Cursor, InputManager.GetMousePosition(), Color.White);

            spriteBatch.End();
            base.Draw(gameTime);
        }
Beispiel #4
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 void Start()
 {
     framerateCounter = GetComponent <FramerateCounter>();
     SetProperStartQuality();
     framerateCounter.ResetTimeLeft();
     framerateCounter.onFramerateCalculated.AddListener(OnFramerateUpdated);
     ResetQualityDowngradeTimer();
 }
Beispiel #5
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    private void Update()
    {
        if (!m_FramerateCounter)
        {
            m_FramerateCounter   = FindObjectOfType <FramerateCounter>();
            framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
            framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
        }
        if (!m_PlayerInputsHandler)
        {
        }
        // Lock cursor when clicking outside of menu
        if (!menuRoot.activeSelf)
        {
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
        }
        // if(Input.GetKeyDown(KeyCode.Escape))
        // {
        //     Cursor.lockState = CursorLockMode.None;
        //     Cursor.visible = true;
        // }

        if (bIsPaused)
        {
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
            menuRoot.SetActive(true);
        }
        else
        {
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
            menuRoot.SetActive(false);
        }

        // if (Input.GetButtonDown(GameConstants.k_ButtonNamePauseMenu)
        //     || (menuRoot.activeSelf && Input.GetButtonDown(GameConstants.k_ButtonNameCancel)))
        // {
        //     if (controlImage.activeSelf)
        //     {
        //         controlImage.SetActive(false);
        //         return;
        //     }

        //     SetPauseMenuActivation(!menuRoot.activeSelf);

        // }

        // if (Input.GetAxisRaw(GameConstants.k_AxisNameVertical) != 0)
        // {
        //     if (EventSystem.current.currentSelectedGameObject == null)
        //     {
        //         EventSystem.current.SetSelectedGameObject(null);
        //         lookSensitivitySlider.Select();
        //     }
        // }
    }
Beispiel #6
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    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerCharacterController = FindObjectOfType <PlayerCharacterController>();

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        // if the user saved a value
        if (GlobalPlayerSettings.lookSensitivity > 0)
        {
            // change slider to saved value
            lookSensitivitySlider.value = GlobalPlayerSettings.lookSensitivity;
            // change player sensivity to saved value
            m_PlayerInputsHandler.lookSensitivity = GlobalPlayerSettings.lookSensitivity;
        }
        else
        {
            // default is 1
            lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        }

        lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        runSpeedSlider.value = m_PlayerCharacterController.maxSpeedOnGround;
        runSpeedSlider.onValueChanged.AddListener(OnRunSpeedChanged);

        jumpForceSlider.value = m_PlayerCharacterController.jumpForce;
        jumpForceSlider.onValueChanged.AddListener(OnJumpForceChanged);

        gravitySlider.value = m_PlayerCharacterController.gravityDownForce;
        gravitySlider.onValueChanged.AddListener(OnGravityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Beispiel #7
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    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        m_Music = FindObjectOfType <Music>();

        // check box to saved value
        musicToggle.isOn = Music.isPlaying;
        // toggle music
        m_Music.isOn(Music.isPlaying);

        musicToggle.onValueChanged.AddListener(OnMusicChanged);

        m_Timer = FindObjectOfType <Timer>();

        menuRoot.SetActive(false);

        // if the user saved a value
        if (GlobalLookSensitivity.lookSensitivity > 0)
        {
            // change slider to saved value
            lookSensitivitySlider.value = GlobalLookSensitivity.lookSensitivity;
            // change player sensivity to saved value
            m_PlayerInputsHandler.lookSensitivity = GlobalLookSensitivity.lookSensitivity;
        }
        else
        {
            // default is 1
            lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        }

        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Beispiel #8
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    void Start()
    {
        //m_PlayerInputsHandler = FindObjectOfType<PlayerInputHandler>();
        //DebugUtility.HandleErrorIfNullFindObject<PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        //DebugUtility.HandleErrorIfNullFindObject<FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Beispiel #9
0
 public void OnEnable()
 {
     mTarget = target as FramerateCounter;
 }