// Use this for initialization
    void Start()
    {
        CreateProfile();
        FileIO.LoadProfiles();
        menuInputPlayerOne   = new ControllerMenuInput();
        menuInputPlayerTwo   = new ControllerMenuInput();
        menuInputPlayerThree = new ControllerMenuInput();
        menuInputPlayerFour  = new ControllerMenuInput();
        menuInputPlayerOne.Init(texture, FileIO.profileContainer.profiles.Count - 1, iDotSize, fTimeBetweenMoves, GamepadInput.GamePad.Index.One);
        menuInputPlayerTwo.Init(texture, FileIO.profileContainer.profiles.Count - 1, iDotSize, fTimeBetweenMoves, GamepadInput.GamePad.Index.Two);
        menuInputPlayerThree.Init(texture, FileIO.profileContainer.profiles.Count - 1, iDotSize, fTimeBetweenMoves, GamepadInput.GamePad.Index.Three);
        menuInputPlayerFour.Init(texture, FileIO.profileContainer.profiles.Count - 1, iDotSize, fTimeBetweenMoves, GamepadInput.GamePad.Index.Four);
        lP1Buttons = new List <sButton>();
        lP2Buttons = new List <sButton>();
        lP3Buttons = new List <sButton>();
        lP4Buttons = new List <sButton>();

        //add buttons
        //need four sets of buttons
        int count = 0;         // temp way to move buttons

        //upper left ( player 1 )
        foreach (Profile p in FileIO.profileContainer.profiles)
        {
            sButton b = new sButton();
            b.Init(p.name, new Vector2((Screen.width / 4) - standardButton.width / 2, standardButton.y + count * 30), new Vector2(standardButton.width, standardButton.height), LoadProfileP1, p.name);
            lP1Buttons.Add(b);
            count++;
        }
        count = 0;
        //upper right ( player 2 )
        foreach (Profile p in FileIO.profileContainer.profiles)
        {
            sButton b = new sButton();
            b.Init(p.name, new Vector2((Screen.width / 2 + Screen.width / 4) - standardButton.width / 2, standardButton.y + count * 30), new Vector2(standardButton.width, standardButton.height), LoadProfileP2, p.name);
            lP2Buttons.Add(b);
            count++;
        }
        //lower left ( player 3 )
        count = 0;
        foreach (Profile p in FileIO.profileContainer.profiles)
        {
            sButton b = new sButton();
            b.Init(p.name, new Vector2((Screen.width / 4) - standardButton.width / 2, standardButton.y + (Screen.height * fSecondRowDropPercent) + count * 30), new Vector2(standardButton.width, standardButton.height), LoadProfileP3, p.name);
            lP3Buttons.Add(b);
            count++;
        }
        //lower right ( player 4 )
        count = 0;
        foreach (Profile p in FileIO.profileContainer.profiles)
        {
            sButton b = new sButton();
            b.Init(p.name, new Vector2((Screen.width / 2 + Screen.width / 4) - standardButton.width / 2, standardButton.y + (Screen.height * fSecondRowDropPercent) + count * 30), new Vector2(standardButton.width, standardButton.height), LoadProfileP4, p.name);
            lP4Buttons.Add(b);
            count++;
        }
    }
    public void SetActiveButton(sButton aActive)
    {
        active = aActive;

        Vector2 pos = active.GetPos();          //variable to hold new pos for dot, set to active buttons's pos

        //dots need to move due to both being drawn from upper left
        //both need to move negativily in the y to center on button
        //right dot needs to move rigth by length of button
        dotRight.vPosition = new Vector2(pos.x + active.GetSize().x, pos.y - 20);
        //
        dotLeft.vPosition = new Vector2(pos.x - dotLeft.vSize.x, pos.y - 20);
    }
    // Use this for initialization
    void Start()
    {
        controller = new ControllerMenuInput();
        controller.Init(texture, (int)(fNumOfButtons - 1), iDotSize, fTimeBetweenMoves);

        float fButtonCount = 0;

        lButtons          = new List <sButton>();
        fScreenWidth      = Screen.width;
        fScreenHeight     = Screen.height;
        fSpaceForButton.y = (fScreenHeight / 2) / fNumOfButtons;
        fSpaceForButton.x = fScreenWidth / 4;

        sButton b = new sButton();

        b.Init("Play", new Vector2((fScreenWidth / 2) - (fScreenWidth / 8), (fScreenHeight / 2) + fSpaceForButton.y * fButtonCount), fSpaceForButton, b.LoadLevel, PlayLevel);
        lButtons.Add(b);
        fButtonCount++;

//		Button b2 = new Button();
//		b2.Init("Multiplayer",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b2.LoadLevel , "level");
//		lButtons.Add( b2 );
//		fButtonCount++;

        sButton b3 = new sButton();

        b3.Init("Profiles", new Vector2(fScreenWidth / 2 - fScreenWidth / 8, fScreenHeight / 2 + fSpaceForButton.y * fButtonCount), fSpaceForButton, b3.LoadLevel, ProfilesLevel);
        lButtons.Add(b3);
        fButtonCount++;

        sButton b4 = new sButton();

        b4.Init("Options", new Vector2(fScreenWidth / 2 - fScreenWidth / 8, fScreenHeight / 2 + fSpaceForButton.y * fButtonCount), fSpaceForButton, b4.LoadLevel, OptionsLevel);
        lButtons.Add(b4);
        fButtonCount++;

        sButton b5 = new sButton();

        b5.Init("Credits", new Vector2(fScreenWidth / 2 - fScreenWidth / 8, fScreenHeight / 2 + fSpaceForButton.y * fButtonCount), fSpaceForButton, b5.LoadLevel, CreditsLevel);
        lButtons.Add(b5);
        fButtonCount++;

        sButton b6 = new sButton();

        b6.Init("Exit", new Vector2(fScreenWidth / 2 - fScreenWidth / 8, fScreenHeight / 2 + fSpaceForButton.y * fButtonCount), fSpaceForButton, b5.ExitGame, "Credits");
        lButtons.Add(b6);
        fButtonCount++;
    }
Ejemplo n.º 4
0
    public IEnumerator AnimateButtonSequence()
    {
        //Sets Simon's sequence to animating
        animatingSequence = true;
        foreach (int id in simonSequence)
        {
            //Wait 1 second before animating each button animation
            yield return(new WaitForSeconds(1.0f));

            //Get the button that corresponds to the id in Simon's sequence
            sButton button = GetButtonFromID(id);
            //Start the button animation
            StartCoroutine(button.AnimateButton());
        }
        //Sets Simon's sequence to not animating
        animatingSequence = false;
    }
Ejemplo n.º 5
0
    void MakeProfileButtons(bool clearList)
    {
        if (clearList)
        {
            profileButtons.Clear();
        }

        float f = 0;
        float a = 5;         // point that these start at

        foreach (Profile p in FileIO.profileContainer.profiles)
        {
            sButton b = new sButton();
            b.Init("Load: " + p.name, new Vector2(colWidth / 2, rowHeight * (a + f)), vSize, LoadProfile, p.name);
            profileButtons.Add(b);
            f++;
        }
    }
Ejemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        started = true;
        FileIO.LoadProfiles();
        controllerMenuInput = new ControllerMenuInput();
        controllerMenuInput.Init(texture, 9, iDotSize, fTimeBetweenMoves);
        controllerMenuInput.bActiveButtonConstantPressed = true;
        //state = new ProfileSceneState();
        vSize = new Vector2(colWidth, rowHeight);

        createProfileButton = new sButton();
        createProfileButton.Init("Create Profile", new Vector2(colWidth / 2, rowHeight * 2), vSize, CreateProfileFunc, "None");

        loadProfileButton = new sButton();
        loadProfileButton.Init("Load Profile", new Vector2(200, 200), vSize, CreateProfileFunc, "None");

        exitButton = new sButton();
        exitButton.Init("Exit", new Vector2(colWidth / 2, rowHeight * 4), vSize, ExitProfileButtonFunc, "Exit");

        saveButton = new sButton();
        saveButton.Init("Save", new Vector2(colWidth / 2, rowHeight * 3), vSize, SaveProfileButtonFunc, "Save");
        profileButtons = new List <sButton>();
        MakeProfileButtons(false);

        //editButtons = new List<sButton>();
        editNameButton = new sButton();
        editNameButton.Init("Name: ", new Vector2(rNameText.x, rNameText.y), new Vector2(rNameText.width, rNameText.height), SwitchButton, "Name");
        editAttackButton = new sButton();
        editAttackButton.Init("Attack: ", new Vector2(rAttackDis.x, rAttackDis.y), new Vector2(rAttackDis.width, rAttackDis.height), SwitchButton, "Attack");
        editJumpButton = new sButton();
        editJumpButton.Init("Jump: ", new Vector2(rJumpDis.x, rJumpDis.y), new Vector2(rJumpDis.width, rJumpDis.height), SwitchButton, "Jump");
        editPauseButton = new sButton();
        editPauseButton.Init("Pause: ", new Vector2(rPauseDis.x, rPauseDis.y), new Vector2(rPauseDis.width, rPauseDis.height), SwitchButton, "Pause");
        editSwap1Button = new sButton();
        editSwap1Button.Init("Swap1: ", new Vector2(rSwap1Dis.x, rSwap1Dis.y), new Vector2(rSwap1Dis.width, rSwap1Dis.height), SwitchButton, "Swap1");
        editSwap2Button = new sButton();
        editSwap2Button.Init("Swap2: ", new Vector2(rSwap2Dis.x, rSwap2Dis.y), new Vector2(rSwap2Dis.width, rSwap2Dis.height), SwitchButton, "Swap2");
        editSwap3Button = new sButton();
        editSwap3Button.Init("Swap3: ", new Vector2(rSwap3Dis.x, rSwap3Dis.y), new Vector2(rSwap3Dis.width, rSwap3Dis.height), SwitchButton, "Swap3");
        editSwap4Button = new sButton();
        editSwap4Button.Init("Swap4: ", new Vector2(rSwap4Dis.x, rSwap4Dis.y), new Vector2(rSwap4Dis.width, rSwap4Dis.height), SwitchButton, "Swap4");
        editDeleteButton = new sButton();
        editDeleteButton.Init("Delete Profile ", new Vector2(rSwap4Dis.x, rSwap4Dis.y + rowHeight), new Vector2(rSwap4Dis.width, rSwap4Dis.height), DeleteActiveProfileButtonFunc, "Delete");
    }
    public void SetActiveButton( sButton aActive)
    {
        active = aActive;

        Vector2 pos = active.GetPos(); 	//variable to hold new pos for dot, set to active buttons's pos
        //dots need to move due to both being drawn from upper left
            //both need to move negativily in the y to center on button
        //right dot needs to move rigth by length of button
        dotRight.vPosition = new Vector2(pos.x + active.GetSize().x, pos.y - 20);
        //
        dotLeft.vPosition = new Vector2(pos.x - dotLeft.vSize.x, pos.y -20);
    }
    // Use this for initialization
    void Start()
    {
        CreateProfile ();
        FileIO.LoadProfiles();
        menuInputPlayerOne = new ControllerMenuInput();
        menuInputPlayerTwo = new ControllerMenuInput();
        menuInputPlayerThree = new ControllerMenuInput();
        menuInputPlayerFour = new ControllerMenuInput();
        menuInputPlayerOne.Init( texture , FileIO.profileContainer.profiles.Count -1 , iDotSize , fTimeBetweenMoves , GamepadInput.GamePad.Index.One);
        menuInputPlayerTwo.Init( texture , FileIO.profileContainer.profiles.Count -1 , iDotSize , fTimeBetweenMoves , GamepadInput.GamePad.Index.Two);
        menuInputPlayerThree.Init (texture, FileIO.profileContainer.profiles.Count - 1, iDotSize, fTimeBetweenMoves, GamepadInput.GamePad.Index.Three);
        menuInputPlayerFour.Init( texture , FileIO.profileContainer.profiles.Count -1 , iDotSize , fTimeBetweenMoves , GamepadInput.GamePad.Index.Four);
        lP1Buttons = new List<sButton>();
        lP2Buttons = new List<sButton>();
        lP3Buttons = new List<sButton>();
        lP4Buttons = new List<sButton>();

        //add buttons
        //need four sets of buttons
        int count = 0; // temp way to move buttons
        //upper left ( player 1 )
        foreach( Profile p in FileIO.profileContainer.profiles )
        {
            sButton b = new sButton();
            b.Init( p.name , new Vector2( (Screen.width / 4) - standardButton.width/2 , standardButton.y + count*30) , new Vector2( standardButton.width, standardButton.height ) , LoadProfileP1 , p.name );
            lP1Buttons.Add( b );
            count++;
        }
        count = 0;
        //upper right ( player 2 )
        foreach( Profile p in FileIO.profileContainer.profiles )
        {
            sButton b = new sButton();
            b.Init( p.name , new Vector2( (Screen.width / 2 + Screen.width / 4) - standardButton.width/2 , standardButton.y + count*30) , new Vector2( standardButton.width, standardButton.height ) , LoadProfileP2 , p.name );
            lP2Buttons.Add( b );
            count++;
        }
        //lower left ( player 3 )
        count = 0;
        foreach( Profile p in FileIO.profileContainer.profiles )
        {
            sButton b = new sButton();
            b.Init( p.name , new Vector2( (Screen.width / 4) - standardButton.width/2 , standardButton.y + (Screen.height * fSecondRowDropPercent) + count*30) , new Vector2( standardButton.width, standardButton.height ) , LoadProfileP3 , p.name );
            lP3Buttons.Add( b );
            count++;
        }
        //lower right ( player 4 )
        count = 0;
        foreach( Profile p in FileIO.profileContainer.profiles )
        {
            sButton b = new sButton();
            b.Init( p.name , new Vector2( (Screen.width / 2 + Screen.width / 4) - standardButton.width/2 , standardButton.y + (Screen.height * fSecondRowDropPercent) + count*30) , new Vector2( standardButton.width, standardButton.height ) , LoadProfileP4 , p.name );
            lP4Buttons.Add( b );
            count++;
        }
    }
    // Use this for initialization
    void Start()
    {
        started = true;
        FileIO.LoadProfiles();
        controllerMenuInput = new ControllerMenuInput();
        controllerMenuInput.Init( texture , 9 , iDotSize , fTimeBetweenMoves );
        controllerMenuInput.bActiveButtonConstantPressed = true;
        //state = new ProfileSceneState();
        vSize = new Vector2( colWidth, rowHeight );

        createProfileButton = new sButton();
        createProfileButton.Init("Create Profile", new Vector2( colWidth / 2, rowHeight * 2 ) , vSize , CreateProfileFunc , "None" );

        loadProfileButton = new sButton();
        loadProfileButton.Init("Load Profile", new Vector2(200,200) , vSize , CreateProfileFunc , "None" );

        exitButton = new sButton();
        exitButton.Init("Exit" , new Vector2( colWidth /2 , rowHeight * 4 ) , vSize , ExitProfileButtonFunc , "Exit" );

        saveButton = new sButton();
        saveButton.Init("Save" , new Vector2( colWidth /2 , rowHeight * 3 ) , vSize , SaveProfileButtonFunc , "Save" );
        profileButtons = new List<sButton>();
        MakeProfileButtons(false);

        //editButtons = new List<sButton>();
        editNameButton = new sButton();
        editNameButton.Init("Name: " , new Vector2( rNameText.x , rNameText.y ) , new Vector2( rNameText.width, rNameText.height ) , SwitchButton , "Name" );
        editAttackButton = new sButton();
        editAttackButton.Init("Attack: " , new Vector2( rAttackDis.x , rAttackDis.y ) , new Vector2( rAttackDis.width, rAttackDis.height ), SwitchButton , "Attack" );
        editJumpButton = new sButton();
        editJumpButton.Init("Jump: " , new Vector2( rJumpDis.x , rJumpDis.y ) , new Vector2( rJumpDis.width, rJumpDis.height ), SwitchButton , "Jump" );
        editPauseButton = new sButton();
        editPauseButton.Init("Pause: " ,new Vector2( rPauseDis.x , rPauseDis.y ) , new Vector2( rPauseDis.width, rPauseDis.height ), SwitchButton , "Pause" );
        editSwap1Button = new sButton();
        editSwap1Button.Init("Swap1: " , new Vector2( rSwap1Dis.x , rSwap1Dis.y ) , new Vector2( rSwap1Dis.width, rSwap1Dis.height ) , SwitchButton , "Swap1" );
        editSwap2Button = new sButton();
        editSwap2Button.Init("Swap2: " ,new Vector2( rSwap2Dis.x , rSwap2Dis.y ) , new Vector2( rSwap2Dis.width, rSwap2Dis.height ) , SwitchButton , "Swap2" );
        editSwap3Button = new sButton();
        editSwap3Button.Init("Swap3: " ,new Vector2( rSwap3Dis.x , rSwap3Dis.y ) , new Vector2( rSwap3Dis.width, rSwap3Dis.height ), SwitchButton , "Swap3" );
        editSwap4Button = new sButton();
        editSwap4Button.Init("Swap4: " ,new Vector2( rSwap4Dis.x , rSwap4Dis.y ) , new Vector2( rSwap4Dis.width, rSwap4Dis.height ) , SwitchButton , "Swap4" );
        editDeleteButton = new sButton();
        editDeleteButton.Init("Delete Profile " ,new Vector2( rSwap4Dis.x , rSwap4Dis.y + rowHeight) , new Vector2( rSwap4Dis.width, rSwap4Dis.height ) , DeleteActiveProfileButtonFunc , "Delete" );
    }
    void MakeProfileButtons(bool clearList)
    {
        if(clearList) profileButtons.Clear();

        float f = 0;
        float a = 5; // point that these start at
        foreach( Profile p in FileIO.profileContainer.profiles )
        {
            sButton b = new sButton();
            b.Init( "Load: " + p.name , new Vector2( colWidth / 2 , rowHeight * (a + f ) ), vSize , LoadProfile , p.name );
            profileButtons.Add(b);
            f++;
        }
    }
    // Use this for initialization
    void Start()
    {
        controller = new ControllerMenuInput();
        controller.Init( texture , (int)(fNumOfButtons -1) , iDotSize, fTimeBetweenMoves);

        float fButtonCount =0;
        lButtons = new List<sButton>();
        fScreenWidth = Screen.width;
        fScreenHeight = Screen.height;
        fSpaceForButton.y = (fScreenHeight / 2) / fNumOfButtons;
        fSpaceForButton.x = fScreenWidth / 4;

        sButton b = new sButton();
        b.Init("Play", new Vector2( (fScreenWidth/2) - (fScreenWidth/8) , (fScreenHeight/2) +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b.LoadLevel , PlayLevel);
        lButtons.Add( b );
        fButtonCount++;

        //		Button b2 = new Button();
        //		b2.Init("Multiplayer",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b2.LoadLevel , "level");
        //		lButtons.Add( b2 );
        //		fButtonCount++;

        sButton b3 = new sButton();
        b3.Init("Profiles",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b3.LoadLevel , ProfilesLevel);
        lButtons.Add( b3 );
        fButtonCount++;

        sButton b4 = new sButton();
        b4.Init("Options",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b4.LoadLevel , OptionsLevel);
        lButtons.Add( b4 );
        fButtonCount++;

        sButton b5 = new sButton();
        b5.Init("Credits",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b5.LoadLevel , CreditsLevel);
        lButtons.Add( b5 );
        fButtonCount++;

        sButton b6 = new sButton();
        b6.Init("Exit",new Vector2( fScreenWidth/2 - fScreenWidth/8 , fScreenHeight/2 +  fSpaceForButton.y*fButtonCount) , fSpaceForButton, b5.ExitGame , "Credits");
        lButtons.Add( b6 );
        fButtonCount++;
    }