Beispiel #1
0
 public void Click()
 {
     if (OptionMenuClick.isPaused() == false)
     {
         SceneManager.LoadSceneAsync("Bridge", LoadSceneMode.Single);
     }
 }
Beispiel #2
0
 public void Click(string sceneToLoad)
 {
     if (OptionMenuClick.isPaused() == false)
     {
         FindObjectOfType <ShipStats>().origin = ShipStats.Origin.Base;
         SceneManager.LoadScene(sceneToLoad, LoadSceneMode.Single);
     }
 }
Beispiel #3
0
 private void OnTriggerStay(Collider other)
 {
     if (Input.GetAxis("Submit") > 0 && OptionMenuClick.isPaused() == false)
     {
         Cursor.visible = true;
         GameObject.Find("Data").GetComponentInChildren <QuestProgress>().StopTimer();
         SceneManager.LoadSceneAsync(sceneToAccessName, LoadSceneMode.Single);
     }
 }
Beispiel #4
0
 public void onClick()
 {
     if (inv.activeSelf == false)
     {
         OptionMenuClick.PauseGame();
         inv.SetActive(true);
     }
     else
     {
         OptionMenuClick.UnPauseGame();
         inv.SetActive(false);
     }
 }
Beispiel #5
0
 /// <summary>
 /// Use when the user open the in game menu.
 /// Open the menu, pause the game. Unlock the cursor.
 /// </summary>
 public void OnClickMenu()
 {
     if (gameObject.activeInHierarchy)
     {
         //The Menu is open, so we want to close it
         gameObject.SetActive(false);
         OptionMenuClick.UnPauseGame();
     }
     else
     {
         //The Menu is close, so we want to open it
         gameObject.SetActive(true);
         OptionMenuClick.PauseGame();
     }
     //TODO : Pause game, unlock cursor
 }
 /// <summary>
 /// Use when the user open the in game inventory.
 /// </summary>
 public void OnLaunch()
 {
     if (gameObject.activeInHierarchy)
     {
         //The inventory is open, so we want to close it
         //GameObject inv = GameObject.Find ("Inventory");
         Tooltip tooltip = gameObject.transform.parent.gameObject.GetComponentInChildren <Tooltip> ();
         tooltip.Deactivate();
         gameObject.SetActive(false);
         OptionMenuClick.UnPauseGame();
     }
     else
     {
         //The inventory is close, so we want to open it
         gameObject.SetActive(true);
         OptionMenuClick.PauseGame();
     }
     //TODO : unlock cursor
 }
Beispiel #7
0
 public void validate()
 {
     OptionMenuClick.UnPauseGame();
     gameObject.SetActive(false);
 }
Beispiel #8
0
 public void prontBox()
 {
     OptionMenuClick.PauseGame();
     gameObject.SetActive(true);
 }