Beispiel #1
0
    private void Awake()
    {
        Instance = this;
        if (Game.current == null)        //If this isn't on a save file.
        {
            Game.current = new Game();   //Creates new default save file.
        }
        if (GameOptions.current == null) //If there's no saved game options.
        {
            OptionsSaveLoad.LoadSettings();
        }
        if (testingSaves)
        {
            Game.current.Progress.Level1[0] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level1[1] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level1[2] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level2[0] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level2[1] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level2[2] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level3[0] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level3[1] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.Level3[2] = Player_States.LevelCompletion.Cleared;
            Game.current.Progress.FinalBoss = Player_States.LevelCompletion.Cleared;

            Game.current.Progress.Sword1 = Player_States.SwordsObtainedStatus.Ignored;
            Game.current.Progress.Sword2 = Player_States.SwordsObtainedStatus.Ignored;
        }
        CheckingOutfits = false;
    }
Beispiel #2
0
 void ToStageSelect()
 {
     Time.timeScale = 1;
     Game.current.Progress.GameplayPaused = false;
     OptionsSaveLoad.SaveSettings();
     SaveAndLoad.Save(Game.current.Progress.FileNumber);
     SceneManager.LoadScene("StageSelect");
 }
Beispiel #3
0
 void QuitToTitleScreen()
 {
     Time.timeScale = 1;
     OptionsSaveLoad.SaveSettings();
     Game.current.Progress.GameplayPaused = false;
     SaveAndLoad.Save(Game.current.Progress.FileNumber);
     SceneManager.LoadScene("_TitleScreen");
 }
Beispiel #4
0
 private void Awake()
 {
     LoadAvailable = false;
     if (GameOptions.current == null) //If there's no saved game options.
     {
         Debug.Log("New Options Started");
         OptionsSaveLoad.LoadSettings(); //Creates a new default game options.
     }
     else
     {
         Debug.Log("Options Exist");
     }
 }
 private void Awake()
 {
     RespawnSFXCanPlay = false;
     Instance          = this;        //Sets the current instance of the script to this current gameobject in the scene.
     if (Game.current == null)        //If this isn't on a save file.
     {
         Game.current = new Game();   //Creates new default save file.
     }
     if (GameOptions.current == null) //If there's no saved game options.
     {
         OptionsSaveLoad.LoadSettings();
     }
 }
Beispiel #6
0
    // Update is called once per frame
    void Update()
    {
        Time.timeScale   = 1;
        waitingHappened -= Time.deltaTime;

        if (waitingHappened <= 0)
        {
            switch (SequenceNumber)
            {
            case 0:
                myAudioSource.Play();
                Message1ReturnToOld = Message1.GetComponent <Text>().text;
                SequenceNumber      = 1;
                waitingHappened     = waitTime;
                MessageBackdrop.SetActive(true);
                Message1.SetActive(true);
                break;

            case 1:
                myAudioSource.Stop();
                SequenceNumber  = 2;
                waitingHappened = waitTime * 2;
                Message1.GetComponent <Text>().text += ".";
                break;

            case 2:
                SequenceNumber  = 3;
                waitingHappened = waitTime;
                Message1.GetComponent <Text>().text += ".";
                OptionsSaveLoad.LoadSettings(true);
                break;

            case 3:
                if (OptionsSaveLoad.OptionsSaveExists)
                {
                    SequenceNumber  = 5;
                    waitingHappened = waitTime;
                    Message1.GetComponent <Text>().text += ".";
                    //OptionsSaveLoad.LoadSettings(true);
                }
                else
                {
                    SequenceNumber  = 4;
                    waitingHappened = waitTime * 2;
                    Message1.GetComponent <Text>().text = Message1Error;
                    myAudioSource.Play();
                    GameOptions.current = new GameOptions();
                }
                break;

            case 4:
                //myAudioSource.Stop();
                SequenceNumber  = 5;
                waitingHappened = waitTime;
                Message1.GetComponent <Text>().text = Message1ReturnToOld + "..";
                OptionsSaveLoad.SaveSettings();
                break;

            case 5:
                //myAudioSource.Stop();
                SequenceNumber  = 6;
                waitingHappened = waitTime * 2;
                Message1.GetComponent <Text>().text = Message1ReturnToOld + "...";
                break;

            case 6:
                SequenceNumber  = 7;
                waitingHappened = waitTime;
                Message1.SetActive(false);
                MessageBackdrop.SetActive(false);
                break;

            case 7:
                myAudioSource.Play();
                SequenceNumber  = 8;
                waitingHappened = waitTime;
                MessageBackdrop.SetActive(true);
                Message2.SetActive(true);
                break;

            case 8:
                //myAudioSource.Stop();
                SequenceNumber  = 9;
                waitingHappened = waitTime;
                Message2.SetActive(false);
                MessageBackdrop.SetActive(false);
                break;

            case 9:
                SceneManager.LoadScene(NextSceneNameHere);
                break;
            }
        }
    }
Beispiel #7
0
    void Start()
    {
        VolumeSliderCurrentlySelected = 0;
        bool LoadAvailable;

        GraphicsMenuResolutionOptions = 0;
        OptionsSaveLoad.LoadSettings();
        switch (OptionsSaveLoad.OptionsSaveExists)
        {
        case true:
            LoadAvailable = true;
            break;

        case false:
            LoadAvailable = false;
            break;

        default:
            LoadAvailable = false;
            break;
        }
        ExistingOptions = LoadAvailable;

        if (!ExistingOptions)
        {
            GameOptions.current = new GameOptions();
        }

        OptionsSaveLoad.SaveSettings();
        Controls = PlayerController.CreateWithDefaultBindings();
        //Selection2 = false;
        //ControlsListOpen = false;
        MenuIsOpen      = false;
        move            = 0;
        buttonPressTime = 0;
        //Debug.Log("Last Device Style: " + Controls.LastDeviceStyle);
        string LastDeviceUsed      = Controls.LastDeviceStyle.ToString();
        string LastCheckDeviceUsed = LastDeviceUsed;

        GraphicsMenuObj.SetActive(false);
        ControllsMenuObj.SetActive(false);
        VolumeMenuObj.SetActive(false);
        ReopenRegularMenu();
        //Debug.Log (InputDeviceStyle.PlayStation4.ToString());
        switch (LastDeviceUsed)
        {
        default:
            DisplayButtonsTypes(0);
            break;

        case "PlayStation4":
            DisplayButtonsTypes(1);
            break;

        case "XboxOne":
            DisplayButtonsTypes(2);
            break;
        }
        //selected = false;
        MenuNav                     = OptionsMenuNavigation.Graphics;
        OptionsOpen                 = OptionsMenuNavigation.None;
        buttonPressTime             = buttonPressReset;
        SelectionTimer              = SelectionBuffer;
        GraphicsMenuSelectionNumber = 0;
        foreach (AudioSource sourceToBeSetDeactiveHere in VolumeTestSources)
        {
            sourceToBeSetDeactiveHere.gameObject.SetActive(false);
        }
    }
Beispiel #8
0
 void QuitToTitleScreen()
 {
     OptionsSaveLoad.SaveSettings();
     SceneManager.LoadScene("_TitleScreen");
 }