Beispiel #1
0
 public void findAllDialogElements()
 {
     //Find the button script
     buttonEvents = GameObject.Find("GameControl").GetComponent <GameButtons> ();
     //Pause the game
     buttonEvents.pause();
     //Activate all dialog elements
     for (int i = 0; i < GameObject.Find("dialogue_elements").transform.childCount; i++)
     {
         GameObject.Find("dialogue_elements").transform.GetChild(i).gameObject.SetActive(true);
     }
     //Find dialogelements and give them references
     dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
     characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
     questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
     nextButton    = GameObject.Find("dialogue_next");
     //Placement characetername
     nameLeftPos  = new Vector3(215.0f, -25.0f);
     nameRightPos = new Vector3(570.0f, -25.0f);
     //Character text color. Made to destinct who is talking. Color match character animation color
     textColorPlayer = "#173E3CFF";
     textColorBoss   = "#4F3430FF";
     //all dialog is here
     setDialog();
     //Starts first dialog.
     dialogBoss(0);
 }
Beispiel #2
0
 void Update()
 {
     if (Ball_Controller.B_Lose)
     {
         I_EdgeFillAmount.fillAmount += F_speed * Time.deltaTime; //timer
         if (I_EdgeFillAmount.fillAmount >= 1)                    //player will die
         {
             SoundManagerGame.V_PlaySoundLose();
             Ball_Controller.I_AdShow++;
             if (Advertisement.IsReady() && Ball_Controller.I_AdShow % 5 == 0)
             {
                 Advertisement.Show();
             }
             Ball_Controller.B_Lose = false;
             GameController.V_AdMoney();
             print("test Bar");
             StartCoroutine(LoseEffect.I_LoseEffect(
                                C_FromColor: new Color32(0, 0, 0, 0),
                                C_ToColor: new Color32(0, 0, 0, 113),
                                F_OverTime: 1f));
             StartCoroutine(GameButtons.I_RestartButtonCur(
                                C_ToColor: 203,
                                F_OverTime: 1));
             StartCoroutine(AdTotalCoinText.I_AdCoinCur(
                                C_ToColor: 203,
                                F_OverTime: 1));
         }
     }
 }
Beispiel #3
0
    public bool GetButton(GameButtons button, int player = -1)
    {
        if (player < 0)
        {
            if (globalInputEnabled)
            {
                foreach (InputPlayer pl in players)
                {
                    if (pl.GetButton(button))
                    {
                        return(true);
                    }
                }
            }
        }
        else
        {
            if (players.Count > player)
            {
                return(players[player].inputEnabled && players[player].GetButton(button));
            }
            else
            {
                return(false);
            }
        }

        return(false);
    }
Beispiel #4
0
 public Button(GameButtons gameButton, KeyCode keycode, Action action, Action releaseAction = null)
 {
     this.gameButton    = gameButton;
     this.keycode       = keycode;
     this.action        = action;
     this.releaseAction = releaseAction;
 }
Beispiel #5
0
    // Use this for initialization
    void Start()
    {
        feedback   = "";
        bossQ      = FindObjectOfType <BossQuestions> ();
        fbPanel    = FindObjectOfType <FeedbackPanel> ();
        Health     = FindObjectOfType <HealthBar> ();
        bossHealth = FindObjectOfType <BossHealthBar> ();
        player     = FindObjectOfType <PlayerController> ();
        clear      = FindObjectOfType <GameButtons> ();

        correctFB = new string[] {
            "Way to go!",
            "You rock at this!",
            "Lookin’ good!",
            "Wow! I’m impressed!",
            "Keep at it!",
            "Good going!",
            "You were born a winner!",
            "Victory is yours!",
            "That was awesome!",
            "Great Job!",
            "Knew you could do it",
            "Great Job!",
            "You’re so good at this!",
            "That answer was perfect!"
        };

        wrongFB = new string[] {
            "That was terrible",
            "Better luck next time!",
            "You really went with that answer?",
            "FAIL"
        };
    }
Beispiel #6
0
 private void Awake()
 {
     G_GameButtonsClass = this;
     I_RestartButton    = gameObject.GetComponent <Image>();
     B_RestartButton    = gameObject.GetComponent <Button>();
     B_ToMainButton     = G_ToMainButton.GetComponent <Button>();
     T_ToMainText       = G_ToMainText.GetComponent <Text>();
 }
Beispiel #7
0
        private static IEnumerable <Buttons> GetGamePadButtons(GameButtons button)
        {
            try
            {
                var toReturn = new List <Buttons>();

                switch (button)
                {
                case GameButtons.Down:
                    toReturn.Add(Buttons.LeftThumbstickDown);
                    toReturn.Add(Buttons.DPadDown);
                    toReturn.Add(Buttons.RightThumbstickDown);
                    break;

                case GameButtons.Accept:
                    toReturn.Add(Buttons.A);
                    break;

                case GameButtons.Left:
                    toReturn.Add(Buttons.LeftThumbstickLeft);
                    toReturn.Add(Buttons.DPadLeft);
                    toReturn.Add(Buttons.RightThumbstickLeft);
                    break;

                case GameButtons.Right:
                    toReturn.Add(Buttons.LeftThumbstickRight);
                    toReturn.Add(Buttons.DPadRight);
                    toReturn.Add(Buttons.RightThumbstickRight);
                    break;

                case GameButtons.Up:
                    toReturn.Add(Buttons.LeftThumbstickUp);
                    toReturn.Add(Buttons.DPadUp);
                    toReturn.Add(Buttons.RightThumbstickUp);
                    break;

                case GameButtons.Menu:
                    toReturn.Add(Buttons.Start);
                    break;

                case GameButtons.Decline:
                    toReturn.Add(Buttons.B);
                    toReturn.Add(Buttons.Back);
                    break;

                case GameButtons.Restart:
                    toReturn.Add(Buttons.Start);
                    toReturn.Add(Buttons.X);
                    break;
                }

                return(toReturn);
            }catch (Exception exception)
            {
                ErrorLog.Add(exception);
                return(null);
            }
        }
Beispiel #8
0
 public static bool GameButtonPressedOrHeld(GameButtons button)
 {
     if (waitValue > DataManager.AutoRepeatDelay)
     {
         if (GameButtonPressed(button) || GameButtonHeld(button))
         {
             return(true);
         }
     }
     return(false);
 }
Beispiel #9
0
        public bool ButtonPressed(GameButtons b)
        {
            Keys k = GetKeyFromGameButton(b);

            if (keyboardInput.IsKeyDown(k) && (!oldKeyboardInput.IsKeyDown(k)))
            {
                oldKeyboardInput = keyboardInput;
                return(true);
            }
            return(false);
        }
Beispiel #10
0
 void GetPlayerAttackOptions()
 {
     foreach (Enemy enemy in Save.GetRoom().Entities.FindAll(entity => entity is Enemy))
     {
         if (enemy.Side != Save.Kevin.Side)
         {
             if (Math.Abs(enemy.Position.X - Save.Kevin.Position.X) + Math.Abs(enemy.Position.Y - Save.Kevin.Position.Y) == 1)
             {
                 GameButtons.Add(new Attack(enemy));
             }
         }
     }
 }
Beispiel #11
0
    public override bool GetButtonReleased(GameButtons button)
    {
        switch (button)
        {
        case GameButtons.NONE:
            return(Input.GetKeyUp(KeyCode.None));

        case GameButtons.JUMP:
            return(Input.GetKeyUp(jumpKey));

        case GameButtons.ACTION:
            return(Input.GetKeyUp(throwKey));
        }

        return(false);
    }
Beispiel #12
0
        private static List <Buttons> GetGamePadButtons(GameButtons button)
        {
            var toReturn = new List <Buttons>();

            switch (button)
            {
            case GameButtons.Down:
                toReturn.Add(Buttons.LeftThumbstickDown);
                toReturn.Add(Buttons.DPadDown);
                toReturn.Add(Buttons.RightThumbstickDown);
                break;

            case GameButtons.Accept:
                toReturn.Add(Buttons.A);
                break;

            case GameButtons.Left:
                toReturn.Add(Buttons.LeftThumbstickLeft);
                toReturn.Add(Buttons.DPadLeft);
                toReturn.Add(Buttons.RightThumbstickLeft);
                break;

            case GameButtons.Right:
                toReturn.Add(Buttons.LeftThumbstickRight);
                toReturn.Add(Buttons.DPadRight);
                toReturn.Add(Buttons.RightThumbstickRight);
                break;

            case GameButtons.Up:
                toReturn.Add(Buttons.LeftThumbstickUp);
                toReturn.Add(Buttons.DPadUp);
                toReturn.Add(Buttons.RightThumbstickUp);
                break;

            case GameButtons.Menu:
                toReturn.Add(Buttons.Start);
                break;

            case GameButtons.Decline:
                toReturn.Add(Buttons.B);
                toReturn.Add(Buttons.Back);
                break;
            }

            return(toReturn);
        }
Beispiel #13
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        var player = other.GetComponent <PlayerMovement>();

        if (player != null)
        {
            if (Globals.IsEditorScene)
            {
                GameButtons.ClearGameScene();
            }
            else
            {
                ExitCollisionEvent(gameObject);
                SceneManager.LoadScene(Globals.LevelSelectionSceneName);
            }
        }
    }
Beispiel #14
0
 public static bool GameButtonHeld(GameButtons button)
 {
     try
     {
         var gamepad = GetGamePadButtons(button);
         if (gamepad.Any(ButtonHeld))
         {
             _waitValue = 0;
             return(true);
         }
         return(false);
     }catch (Exception exception)
     {
         ErrorLog.Add(exception);
         return(false);
     }
 }
Beispiel #15
0
        private void AddBombs()
        {
            var rand = new Random();

            for (var i = 0; i < BombsCount; i++)
            {
                var numX = rand.Next(1, GameButtons.GetLength(0));
                var numY = rand.Next(1, GameButtons.GetLength(1));

                if (GameButtons[numX, numY].Value == "BOMB")
                {
                    i--;
                    continue;
                }

                GameButtons[numX, numY].Value = "BOMB";
            }
        }
Beispiel #16
0
 public static bool GameButtonPressedOrHeld(GameButtons button)
 {
     try
     {
         if (_waitValue > DataManager.AutoRepeatDelay)
         {
             if (GameButtonPressed(button) || GameButtonHeld(button))
             {
                 return(true);
             }
         }
         return(false);
     }catch (Exception exception)
     {
         ErrorLog.Add(exception);
         return(false);
     }
 }
    private void OnUpgradeClick(GameButtons button)
    {
        if (SelectedStation == null)
        {
            return;
        }

        switch (button)
        {
        case GameButtons.BUTTON_DESK:
            if (Money >= DeskCost)
            {
                GameObject desk = (GameObject)Instantiate(deskPrefab, SelectedStation.transform.position, Quaternion.identity);
                desk.transform.SetParent(SelectedStation.transform);
                desk.transform.position = new Vector3(desk.transform.position.x, desk.transform.position.y - 5);
                GetButton(GameButtons.BUTTON_DESK).interactable = false;
                SetMoney(Money - DeskCost);

                DeskCost += DeskCostMultiplier;

                SetCost(0, DeskCost, true);

                GetButton(GameButtons.BUTTON_WORKER).interactable = true;
            }
            break;

        case GameButtons.BUTTON_WORKER:
            if (Money >= WorkerCost)
            {
                GameObject worker = (GameObject)Instantiate(workerPrefab, SelectedStation.transform.position, Quaternion.identity);
                worker.transform.SetParent(SelectedStation.transform);
                worker.transform.position = new Vector3(worker.transform.position.x, worker.transform.position.y + 25);
                GetButton(GameButtons.BUTTON_WORKER).interactable = false;
                SetMoney(Money - WorkerCost);

                WorkerCost += WorkerCostMultiplier;

                SetCost(0, WorkerCost);
            }
            break;
        }
    }
Beispiel #18
0
        private static List <Keys> GetKeyboardButtons(GameButtons button)
        {
            var toReturn = new List <Keys>();

            switch (button)
            {
            case GameButtons.Down:
                toReturn.Add(Keys.Down);
                break;

            case GameButtons.Accept:
                toReturn.Add(Keys.Enter);
                break;

            case GameButtons.Left:
                toReturn.Add(Keys.Left);
                break;

            case GameButtons.Right:
                toReturn.Add(Keys.Right);
                break;

            case GameButtons.Up:
                toReturn.Add(Keys.Up);
                break;

            case GameButtons.Menu:
                toReturn.Add(Keys.F1);
                break;

            case GameButtons.Decline:
                toReturn.Add(Keys.Escape);
                break;

            case GameButtons.Restart:
                toReturn.Add(Keys.F1);
                break;
            }

            return(toReturn);
        }
Beispiel #19
0
 private void loadWorldMaster()
 {
     //Finds dialogboxes
     dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
     characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
     questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
     pauseText     = GameObject.Find("pause");
     buttonEvents  = GameObject.Find("GameControl").GetComponent <GameButtons> ();
     //Finds characterportretts
     marineCharacterWindow     = GameObject.Find("Portrett2_marine");
     shopKeeperCharacterWindow = GameObject.Find("Portrett2_shopkeeper");
     bossCharacterWindow       = GameObject.Find("Portrett2_boss");
     //Find new nextbutton and add function to happen with click
     nextButton = GameObject.Find("dialogue_next");
     nextButton.GetComponent <Button> ().onClick.AddListener(nextDialog);
     //Get the bubble and the windows around
     talkBubble    = GameObject.Find("bubble_ingame");
     avatarWindow  = GameObject.Find("avatar1");
     avatarWindow2 = GameObject.Find("avatar2");
     //pause game
     buttonEvents.pause();
 }
Beispiel #20
0
        // TODO: options for multiple input modes

        private Keys GetKeyFromGameButton(GameButtons b)
        {
            switch (b)
            {
            case GameButtons.Down:    return(Keys.Down);

            case GameButtons.Up:      return(Keys.Up);

            case GameButtons.Left:    return(Keys.Left);

            case GameButtons.Right:   return(Keys.Right);

            case GameButtons.A:       return(Keys.Enter);

            case GameButtons.Esc:     return(Keys.Escape);

            case GameButtons.Tab:     return(Keys.Tab);

            case GameButtons.B:       return(Keys.Space);
            }
            return(Keys.None);
        }
Beispiel #21
0
    void Start()
    {
        //Find all objects needed
        dialogTextBox = GameObject.Find("dialogue_ingame").GetComponent <Text> ();
        characterName = GameObject.Find("dialogue_name").GetComponent <Text> ();
        questInfo     = GameObject.Find("quest_info_text").GetComponent <Text> ();
        buttonEvents  = GameObject.Find("GameControl").GetComponent <GameButtons> ();
        compass       = GameObject.Find("compass_needle").GetComponent <PointTowards> ();
        //Position characternames
        nameLeftPos  = new Vector3(217.0f, -25.0f);
        nameRightPos = new Vector3(612.0f, -25.0f);
        //position shopkeeper name in shop
        nameShop = new Vector3(215.4f, 73.2f);
        //Textcolor based on character
        textColorPlayer     = "#173E3CFF";
        textColorShopkeeper = "#631911FF";
        textColorMarine     = "#323A46FF";
        //Arrays to check if player has pressed all buttons
        wadCheck [0] = false;
        wadCheck [1] = false;
        wadCheck [2] = false;

        qeCheck [0] = false;
        qeCheck [1] = false;

        //Pause at startup
        buttonEvents.pause();
        //Turn off shooting
        shootingAllowed(false, "NULL");
        //Fill arrays with text
        dialogInArray();
        //set quest info
        questInfo.text = "Talk to Shopkeeper.";
        //Trigger dialog here
        dialog(0);
        //The speed the buttons blink at
        blinkingButtonSpeed = 0.025f;
    }
Beispiel #22
0
        public static bool GameButtonHeld(GameButtons button)
        {
            var keyboard = GetKeyboardButtons(button);
            var gamepad  = GetGamePadButtons(button);

            foreach (Keys btn in keyboard)
            {
                if (KeyHeld(btn))
                {
                    waitValue = 0;
                    return(true);
                }
            }
            foreach (Buttons btn in gamepad)
            {
                if (ButtonHeld(btn))
                {
                    waitValue = 0;
                    return(true);
                }
            }
            return(false);
        }
 private Button GetButton(GameButtons button)
 {
     return(Buttons[(int)button].GetComponent <Button>());
 }
Beispiel #24
0
 public bool ButtonDown(GameButtons b)
 {
     return(keyboardInput.IsKeyDown(GetKeyFromGameButton(b)));
 }
Beispiel #25
0
    void Update()
    {
        transform.position = new Vector3(x: GameController.F_X, y: GameController.F_Y, z: transform.position.z); //Ball will be do bigger into the circle, near the Touch
        #region hold
        if (B_Lose)
        {
            if (Touch.S_Touch == "true" && !B_Second)
            {
                //Do ball bigger
                F_Speed += F_SpeedValue;
                transform.localScale = new Vector2(x: transform.localScale.y + F_Speed, y: transform.localScale.y + F_Speed);
            }

            //What happened (haw big ball when pleyer stop do it bigger)
            if (Touch.S_Touch == "false" && !B_First && !B_Second) //Middle
            {
                SoundManagerGame.V_PlaySoundLose();
                I_AdShow++;
                if (Advertisement.IsReady() && I_AdShow % 5 == 0)
                {
                    Advertisement.Show();
                }
                print("test Middle");
                Touch.S_Touch = "nope";
                GameController.V_AdMoney();
                StartCoroutine(LoseEffect.I_LoseEffect(
                                   C_FromColor: new Color32(0, 0, 0, 0),
                                   C_ToColor: new Color32(0, 0, 0, 113),
                                   F_OverTime: 1f));
                StartCoroutine(GameButtons.I_RestartButtonCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                StartCoroutine(AdTotalCoinText.I_AdCoinCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                B_Lose = false;
            }
            if (Touch.S_Touch == "false" && B_First && !B_Second) //Win
            {
                SoundManagerGame.V_PlaySoundPassLevel();
                LevelText.ChangeLevelText();
                print("test Win");
                Touch.S_Touch = "nope";
                I_level++;
                LevelText.ChangeLevelText();
                V_NewLevel();
                if (I_level >= I_WhenMoveCircle) //If level >= level after what value u d'like to move circle
                {
                    GameController.I_NewPos(
                        width: Random.Range(                                                          //Random range X
                            (Screen.width / 128.113f / 2 * -1) + (F_RandomScale * 3.25f),             //From(smoller)
                            (Screen.width / 128.113f / 2) - (F_RandomScale * 3.25f)),                 //To(bigger)
                        height: Random.Range(                                                         //Random range Y
                            (Screen.height / 128 / 2 * -1) + (F_RandomScale * 3.25f),                 //From(smoller)
                            (Screen.height / 128 / 2) - (F_RandomScale * 3.25f)));                    //To(bigger)
                }
                if (I_level <= 100)
                {
                    F_SpeedValue += 0.000003f;
                }
                ProgressBar.V_Win();
            }
            if ((Touch.S_Touch == "false" && B_Second) || B_Second) //Lose
            {
                SoundManagerGame.V_PlaySoundLose();
                I_AdShow++;
                if (Advertisement.IsReady() && I_AdShow % 5 == 0)
                {
                    Advertisement.Show();
                }
                print("test Lose");
                Touch.S_Touch = "nope";
                GameController.V_AdMoney();
                StartCoroutine(LoseEffect.I_LoseEffect(
                                   C_FromColor: new Color32(0, 0, 0, 0),
                                   C_ToColor: new Color32(0, 0, 0, 113),
                                   F_OverTime: 1f));
                StartCoroutine(GameButtons.I_RestartButtonCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                StartCoroutine(AdTotalCoinText.I_AdCoinCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                B_Lose = false;
            }
            if (Touch.S_Touch == "exit") //Exit
            {
                SoundManagerGame.V_PlaySoundLose();
                I_AdShow++;
                if (Advertisement.IsReady() && I_AdShow % 5 == 0)
                {
                    Advertisement.Show();
                }
                print("test Exit");
                Touch.S_Touch = "nope";
                GameController.V_AdMoney();
                StartCoroutine(LoseEffect.I_LoseEffect(
                                   C_FromColor: new Color32(0, 0, 0, 0),
                                   C_ToColor: new Color32(0, 0, 0, 113),
                                   F_OverTime: 1f));
                StartCoroutine(GameButtons.I_RestartButtonCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                StartCoroutine(AdTotalCoinText.I_AdCoinCur(
                                   C_ToColor: 203,
                                   F_OverTime: 1));
                B_Lose = false;
            }
        }
        #endregion
        if (B_IsScale)
        {
            G_LevelCircle.transform.localScale = Vector3.Lerp(
                a: V_LocalScale,
                b: G_LevelCircle.transform.localScale = new Vector3(F_RandomScale, F_RandomScale, transform.localScale.z),
                t: Time.deltaTime * F_SpeedScale);
            V_LocalScale = new Vector3(G_LevelCircle.transform.localScale.x, G_LevelCircle.transform.localScale.x, G_LevelCircle.transform.localScale.x);
        }
    }
        public void setBind( GameButtons button, int bind, Type type = Type.pressing )
        {
            foreach ( var bnd in binds ) {
                if ( bnd.Key.button == button ) {
                    throw new Exception ( "InputManager.setBind(...): Button have binded yet!" );
                }
            }

            binds.Add ( new PressButtonType ( button, type ), bind );
        }
 public void unsetBind( GameButtons button )
 {
     foreach ( var bnd in binds ) {
         if ( bnd.Key.button == button ) {
             toRemoveFromBinds.Add ( bnd.Key );
         }
     }
 }
Beispiel #28
0
 public void findAllDialogElements()
 {
     //Find the button script
     buttonEvents = GameObject.Find ("GameControl").GetComponent<GameButtons> ();
     //Pause the game
     buttonEvents.pause ();
     //Activate all dialog elements
     for (int i = 0; i < GameObject.Find("dialogue_elements").transform.childCount; i++)
     {
         GameObject.Find("dialogue_elements").transform.GetChild (i).gameObject.SetActive (true);
     }
     //Find dialogelements and give them references
     dialogTextBox = GameObject.Find ("dialogue_ingame").GetComponent<Text> ();
     characterName = GameObject.Find ("dialogue_name").GetComponent<Text> ();
     questInfo = GameObject.Find ("quest_info_text").GetComponent<Text> ();
     nextButton = GameObject.Find ("dialogue_next");
     //Placement characetername
     nameLeftPos = new Vector3(215.0f, -25.0f);
     nameRightPos = new Vector3 (570.0f, -25.0f);
     //Character text color. Made to destinct who is talking. Color match character animation color
     textColorPlayer = "#173E3CFF";
     textColorBoss = "#4F3430FF";
     //all dialog is here
     setDialog ();
     //Starts first dialog.
     dialogBoss (0);
 }
Beispiel #29
0
 public virtual bool GetButtonReleased(GameButtons button)
 {
     return(false);
 }
Beispiel #30
0
        protected override void Update(GameTime gameTime)
        {
            CurrentMouseState     = Mouse.GetState();
            CurrentKeyboard       = Keyboard.GetState();
            ScaledMousePosition.X = CurrentMouseState.X / Scale;
            ScaledMousePosition.Y = CurrentMouseState.Y / Scale;

            switch (GameState)
            {
            case State.TITLE:
                CheckTitleScreenInput();
                break;

            case State.EDITOR:
                CheckEditorInput();
                break;

            case State.GAME:
                if (IsStartSoundPlaying())
                {
                    break;
                }
                //else if (StartSoundEnded())
                //    PlayGameMusic();

                CheckGameInput();

                if (MegaMapMode)
                {
                    CheckMegaMapButtons();
                    CheckSkillButtons();
                }

                CheckActiveSkills();

                if (InteractingWithNPC())
                {
                    CheckNPCButtons();
                }

                if (DescriptionList.Count == 0)
                {
                    CheckItemDragging();
                }

                CheckMouseHover();
                CheckDescriptions();

                if (ChangedFloors)
                {
                    if (Save.Depth == 1)
                    {
                        Button megamap = new Button("4x", Keys.Tab);
                        GameButtons.Add(megamap);
                    }
                    BuildMegaMap();
                    ChangedFloors = false;
                }
                break;

            case State.OPTIONS:
                CheckOptionScreenInput();
                break;

            case State.CLASSSELECTION:
                CheckClassSelectionScreenInput();
                break;
            }

            CheckWindowDragging();

            LastMouseState = CurrentMouseState;
            LastKeyboard   = CurrentKeyboard;

            base.Update(gameTime);
        }
 public PressButtonType( GameButtons btn, Type t )
 {
     button = btn;
     type = t;
 }