public override void Initialize() { base.Initialize(); int floor_pos_y = this.GetWindowHeight() - 128; IceBackground background = new IceBackground(new Vector2(0, -800)); this.AddEntity(background); IcePlatform platform = new IcePlatform(new Vector2(0, floor_pos_y)); this.AddEntity(platform); MenuPenguin penguin = new MenuPenguin(new Vector2(1000, floor_pos_y - 128)); this.AddEntity(penguin); MainMenuGUI mainMenuGUI = new MainMenuGUI(); AddEntity(mainMenuGUI); GameState.Instance.SetVar <int>("floor_pos_y", floor_pos_y); this.Camera.SetScreenOffset(0.49, 0.83); this.Camera.FollowOnlyXAxis(); this.Camera.FollowEntity(penguin); }
public void Start() { menu = this.GetComponent <MainMenuGUI>(); if (MainMenuGUI.connectMultiplayer) { // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically PhotonNetwork.automaticallySyncScene = true; // the following line checks if this client was just created (and not yet online). if so, we connect if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated) { // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project) PhotonNetwork.ConnectUsingSettings("1.0"); } // generate a name for this player, if none is assigned yet if (String.IsNullOrEmpty(PhotonNetwork.playerName)) { PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999); } // if you wanted more debug out, turn this on: // PhotonNetwork.logLevel = NetworkLogLevel.Full; } }
void Awake() { instance = this; // originalHighScoreText = highscoreText.text; // originalGamesPlayedText = gamesPlayedText.text; // playerNameField.text = PlayerPrefs.GetString("PlayerName"); }
// LOAD ALL THE RESOURCE TO START void Start () { this.gui = new MainMenuGUI (); this.gui.setAudioClick (this.audio); this.gui.initResources (); }
private async void BtnLogin_ClickAsync(object sender, EventArgs e) { SessionsController sCtrl = SessionsController.Instance; string email = tbEmail.Text; string password = tbPassword.Text; Employee res = new Employee(); res.Email = email; res.Password = password; try { if (!tbEmail.Text.Equals("") && !tbPassword.Text.Equals("") && await sCtrl.Login(res)) { MessageBox.Show("Succesfully logged in"); MainMenuGUI mmGUI = MainMenuGUI.Instance; this.Visible = false; mmGUI.SetStartupView(); mmGUI.Show(); } else { MessageBox.Show("Email or password invalid"); tbEmail.Text = ""; tbPassword.Text = ""; } } catch (Exception) { MessageBox.Show("No connection to service"); } }
public async Task CurrentlyLoggedInAsync(int EmployeeId) { MainMenuGUI mmGUI = MainMenuGUI.Instance; EmployeesController eCtrl = new EmployeesController(); Employee employee = await eCtrl.Get(EmployeeId); mmGUI.setCurrentlyLoggedIn(employee); }
public void LogOut() { MainMenuGUI mmGUI = MainMenuGUI.Instance; LoginGUI lGUI = new LoginGUI(); mmGUI.Hide(); lGUI.Show(); mmGUI = null; CleanSession(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _gameModel = new GameModel() { ContentManger = Content, GraphicsDeviceManager = graphics, SpriteBatch = spriteBatch, }; var actors = new List <ActorModel>() { new ActorModel() { Name = "{TestA}", Abilities = new AbilitiesModel() { Ability1 = new AbilityModel("Ability 1", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability2 = new AbilityModel("Ability 2", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability3 = new AbilityModel("Ability 3", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability4 = new AbilityModel("Ability 4", "Battle/AbilityIcon", AbilityModel.TargetTypes.All), } }, new ActorModel() { Name = "{TestB}", Abilities = new AbilitiesModel() { Ability1 = new AbilityModel("Ability 1", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability2 = new AbilityModel("Ability 2", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability3 = new AbilityModel("Ability 3", "Battle/AbilityIcon", AbilityModel.TargetTypes.Single), Ability4 = new AbilityModel("Ability 4", "Battle/AbilityIcon", AbilityModel.TargetTypes.All), } }, }; UpdateWindowValues(); _homeStateGUI = new HomeStateGUI(_gameModel, actors); _mainMenu = new MainMenuGUI(_gameModel); _battleGUI = new BattleStateGUI(_gameModel); _battleGUI.SetAbilities(actors.First()); }
void Start() { tempX = 203; tempY = 262; pageNumber = GameObject.Find("PageInfo").GetComponent <PageNumberScript>(); pageNameScript = GameObject.Find("PageInfo").GetComponent <PageNameScript>(); mmg = GameObject.Find("MainMenuGUI").GetComponent <MainMenuGUI> (); // Make some content for the popup list list = new GUIContent[5]; list [0] = new GUIContent("1"); list [1] = new GUIContent("2"); list [2] = new GUIContent("3"); list [3] = new GUIContent("4"); list [4] = new GUIContent("5"); // Make a GUIStyle that has a solid white hover/onHover background to indicate highlighted items listStyle = new GUIStyle(); listStyle.normal.textColor = Color.black; Texture2D bg = new Texture2D(2, 2); Color[] colors = new Color[4]; //Color color; for (int i = 0; i < colors.Length; i++) { colors[i] = new Color((210f / 255f), (159f / 255f), (104f / 255f)); } bg.SetPixels(colors); bg.Apply(); listStyle.normal.background = bg; Texture2D tex = new Texture2D(2, 2); colors = new Color[4]; for (int i = 0; i < colors.Length; i++) { colors[i] = new Color((232f / 255f), (200f / 255f), (152f / 255f)); } tex.SetPixels(colors); tex.Apply(); listStyle.hover.background = tex; listStyle.onHover.background = tex; listStyle.padding.left = listStyle.padding.right = listStyle.padding.top = listStyle.padding.bottom = 4; }
// Use this for initialization void OnEnable() { gamestatsg = GameObject.FindGameObjectWithTag("gamestats"); if (gamestatsg != null) { saveload = gamestatsg.GetComponent <SaveLoad>(); maingui = gamestatsg.GetComponent <MainMenuGUI>(); maingui.enabled = false; } else { game_started = true; movement.paused = false; } if (gamestats != null) { saveload.LoadLevel(gamestats.profile_name, Application.loadedLevel); } }
void Start() { Instance = this; CreditsHandler = GetComponent <CreditsHandler>(); SaveSection.SetActive(false); creditsYPos = Screen.height / 2.0f; GameTitle.text = Rm_RPGHandler.Instance.GameInfo.GameTitle; GameCompany.text = Rm_RPGHandler.Instance.GameInfo.GameCompany; RecentSave = PlayerSaveLoadManager.Instance.RecentSave(); ContinueButton.gameObject.SetActive(RecentSave != null); #if (!UNITY_STANDALONE) Destroy(LoadButton.gameObject); #endif var themeObj = GameObject.Find("MainMenuTheme"); if (themeObj != null) { themeObj.AddComponent <Audio_BgMusic>(); } }
void FixedUpdate() { instance = this; }
// Use this for initialization void Start() { instance = this; currentMenu = "MainMenu"; matchName = "Welcome" + Random.Range(0,5000); }
// Use this for initialization void Start() { instance = this; currentMenu = "MainMenu"; matchName = "Welcome" + Random.Range(0, 5000); }
public void Start() { menu = this.GetComponent<MainMenuGUI>(); if(MainMenuGUI.connectMultiplayer){ // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically PhotonNetwork.automaticallySyncScene = true; // the following line checks if this client was just created (and not yet online). if so, we connect if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated) { // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project) PhotonNetwork.ConnectUsingSettings("1.0"); } // generate a name for this player, if none is assigned yet if (String.IsNullOrEmpty(PhotonNetwork.playerName)) { PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999); } // if you wanted more debug out, turn this on: // PhotonNetwork.logLevel = NetworkLogLevel.Full; } }
void Awake() { instance = this; originalHighScoreText = highscoreText.text; originalGamesPlayedText = gamesPlayedText.text; }
void FixedUpdate() { instance = this; }