Beispiel #1
0
    void Update()
    {
        if (blockInputTimer >= 0)
        {
            blockInputTimer -= Time.deltaTime;
            return;
        }
        switch (state)
        {
        case MenuState.TitleScreen:
            Vector2 input = GenericInput.GetLeftStickMovement(gamepads);

            titleScreenMovement.Move(input.x, input.y, false);
            if (MenuInput.GetStartKeyDown(gamepads))
            {
                PlayerShooting shooting = titleScreenMovement.GetComponent <PlayerShooting>();
                shooting.Aim(mainMenuLocation.x, mainMenuLocation.y, 0, 0);
                shooting.Draw();
                shooting.Shoot();
                //Play camera script
                //Load menu
                state = MenuState.MainMenu;
                //TODO: Transition time
                blockInputTimer = .5f;
                Logger.Log("Player select", this, LogLevel.Log);
            }
            break;

        case MenuState.MainMenu:
            state = MenuState.PlayerSelect;
            break;

        case MenuState.PlayerSelect:
            for (int i = 0; i < GM.MAXPLAYERCOUNT; i++)
            {
                if (controllerPlayerIDMapping[i] == -1)
                {
                    if (MenuInput.GetSelectKeyDown(gamepads[i]))
                    {
                        //register player
                        controllerPlayerIDMapping[i] = GM.GameInstance.AddPlayer(i);
                        Logger.Log("Added controller: " + i + " to player: " + controllerPlayerIDMapping[i], this, LogLevel.Log);
                    }
                }
                else
                {
                    if (MenuInput.GetStartKeyDown(gamepads[i]))
                    {
                        state = MenuState.LevelSelect;
                        Logger.Log("Players confirmed: " + GM.GameInstance.Players.Capacity, this, LogLevel.Log);
                    }
                    //pass on input
                }
            }
            break;

        case MenuState.LevelSelect:
            if (MenuInput.GetSelectKeyDown(gamepads))
            {
                Logger.Log("Loading DevLevel3.0", this, LogLevel.Log);
                SceneManager.LoadScene("DevLevel3.0");
                //Get current stage
                //load current stage
                return;
            }
            //Pass on input
            break;
        }
    }