//Pause public void pause() { joyDown = false; Time.timeScale = 0f; state = stateMenu.Pause; pausePanel.SetActive(true); }
public void Init() { endGame = false; currentPosMenu = stateMenu.Ingame; float y = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, 1f)).y; float x = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, 1f)).x; y = Mathf.Round(y) + 1; x = Mathf.Round(x); Vector2 c_d = new Vector2(x, y); y = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, 1f)).y; y = Mathf.Round(y) + 1; Vector2 c_u = new Vector2(x, y); Board._width = width; Board.speedGame = speedGame; points = 0; scoreManager.GetScore(); board.Init(c_d, c_u); }
public void switchToItemsMenu() { mainMenu.transform.localPosition = new Vector3(-500, 0, 0); menuState = stateMenu.inactive; gameState = state.itemScreen; itemMenuState = stateItemMenu.activate; }
public void switchProfileToMenu() { profileState = stateProfile.deactivate; profileMenu.transform.localPosition = new Vector3(-500, 0, 0); gameState = state.menuScreen; menuState = stateMenu.activate; }
public void switchToOptions() { mainMenu.transform.localPosition = new Vector3(-500, 0, 0); menuState = stateMenu.inactive; gameState = state.optionScreen; optionState = stateOption.activate; }
//Swapping functions public void switchToCombat() { mainMenu.transform.localPosition = new Vector3(-500, 0, 0); print("MOVE TO -500"); menuState = stateMenu.inactive; gameState = state.combatScreen; }
public void optionStateUpdate() //YOUREHERE { switch (optionState) { case stateOption.activate: optionMenu.transform.parent = spawnPoint.transform; optionMenu.transform.position = new Vector3(0, 0, 0); optionMenu.transform.localPosition = new Vector3(0, 0, 0); optionMenu.transform.localScale = new Vector3(1, 1, 1); optionState = stateOption.active; break; case stateOption.active: gameVolume = gameVolumeSlider.value; isMute = muteToggle.isOn; shouldNotify = notifyToggle.isOn; gameSpeed = animationSpeedSlider.value; break; case stateOption.deactivate: optionMenu.transform.localPosition = new Vector3(-500, 0, 0); gameState = state.menuScreen; menuState = stateMenu.activate; break; } }
//Pause public void Pause() { cursorStd(); Time.timeScale = 0f; state = stateMenu.Pause; pausePanel.SetActive(true); }
public void Backpause() { cursorChange(); Time.timeScale = 1f; state = stateMenu.Play; pausePanel.SetActive(false); }
new void Awake() { base.Awake(); index = 0; state = stateMenu.Main; joyDown = false; }
public void LoadGameScene() { Backtutorial(); changeBlackScreen(); SceneManager.LoadScene(1, LoadSceneMode.Single); state = stateMenu.Play; index = 0; }
public void LoadGameScene() { cursorChange(); SceneManager.LoadScene(1, LoadSceneMode.Single); state = stateMenu.Play; menuStart.SetActive(false); ATHPanel.SetActive(true); }
public void switchToProfile() { mainMenu.transform.localPosition = new Vector3(-500, 0, 0); print("MOVE TO -500"); menuState = stateMenu.inactive; gameState = state.profileScreen; profileState = stateProfile.activate; }
public void GameOver() { currentPosMenu = stateMenu.Aftergame; if (currentScore != null) { currentScore.text = "Your current score: " + points; } }
public void menuLoad() { Time.timeScale = 1f; state = stateMenu.Main; SceneManager.LoadScene(0, LoadSceneMode.Single); changeMenu(); index = 0; Time.timeScale = 1f; pausePanel.SetActive(false); SetBlack(); SetEnd(); }
new void Awake() { base.Awake(); #if UNITY_WEBGL buttonMain[3].gameObject.SetActive(false); #endif state = stateMenu.Main; hotSpot = new Vector2(cursorTexture.width / 2, cursorTexture.height / 2); }
public void ShowScores() { currentPosMenu = stateMenu.None; scoreManager.GetScore(true); if (!isConnection) { return; } //currentPosMenu = stateMenu.Scores; }
public void changeEndGame() { index = 0; joyDown = false; changeState(EndGame); if (state == stateMenu.Survey) { state = stateMenu.Main; } else { state = stateMenu.Survey; } }
public void MenuLoad() { cursorStd(); Time.timeScale = 1f; state = stateMenu.Main; SceneManager.LoadScene(0, LoadSceneMode.Single); menuStart.SetActive(true); ATHPanel.SetActive(false); pausePanel.SetActive(false); GameOverPanel.SetActive(false); WinPanel.SetActive(false); Time.timeScale = 1f; }
// Update is called once per frame void Update() { switch (gameState) { case state.menuScreen: menuStateUpdate(); break; case state.optionScreen: optionStateUpdate(); break; case state.combatScreen: if (!combatMenu.isActive()) { //combatMenu = (combatManager)GameObject.Instantiate(combatNode,spawnPoint.transform.position, spawnPoint.transform.rotation); combatMenu.transform.parent = spawnPoint.transform; combatMenu.transform.position = new Vector3(0, 0, 0); combatMenu.transform.localPosition = new Vector3(0, 0, 0); combatMenu.transform.localScale = new Vector3(1, 1, 1); combatMenu.activate(); } else if (combatMenu.shouldDeactivate()) { combatMenu.transform.localPosition = new Vector3(300, 0, 0); combatMenu.setToInactive(); gameState = state.menuScreen; menuState = stateMenu.activate; } else { combatMenu.menuLoop(); } break; case state.profileScreen: profileStateUpdate(); break; case state.itemScreen: itemMenuStateUpdate(); break; } }
public void SaveScore() { string namePlayer_t = namePlayer.text; if (string.IsNullOrEmpty(namePlayer_t)) { return; } currentPosMenu = stateMenu.None; if (!string.IsNullOrEmpty(namePlayer_t)) { scoreManager.SaveScore(namePlayer_t, points); points = 0; } // Init(); }
public void itemMenuStateUpdate() { switch (itemMenuState) { case stateItemMenu.activate: itemMenu.transform.parent = spawnPoint.transform; itemMenu.transform.position = new Vector3(0, 0, 0); itemMenu.transform.localPosition = new Vector3(0, 0, 0); itemMenu.transform.localScale = new Vector3(1, 1, 1); itemMenuState = stateItemMenu.active; break; case stateItemMenu.deactivate: itemMenu.transform.localPosition = new Vector3(700, 0, 0); gameState = state.menuScreen; menuState = stateMenu.activate; itemMenuState = stateItemMenu.inactive; break; } }
public void menuStateUpdate() { switch (menuState) { case stateMenu.activate: player.curHealth = player.maxHealth; //mainMenu = (GameObject)GameObject.Instantiate(mainMenuPoint,spawnPoint.transform.position, spawnPoint.transform.rotation); mainMenu.transform.parent = spawnPoint.transform; mainMenu.transform.position = new Vector3(0, 0, 0); mainMenu.transform.localPosition = new Vector3(0, 0, 0); mainMenu.transform.localScale = new Vector3(1, 1, 1); //print(mainMenu.transform.position); //mainMenu.transform.localScale = ( menuState = stateMenu.active; break; case stateMenu.deactivate: break; } }
IEnumerator delayState(stateMenu s, float time) { yield return(new WaitForSecondsRealtime(time)); state = s; }
public void BackWin() { Time.timeScale = 1f; WinPanel.SetActive(false); state = stateMenu.Play; }
public void BackGameOver() { Time.timeScale = 1f; GameOverPanel.SetActive(false); state = stateMenu.Play; }
public void Backtutorial() { state = stateMenu.Main; TutorialPanel.SetActive(false); }
//Tutorial public void Tutorial() { state = stateMenu.Tutorial; TutorialPanel.SetActive(true); }
public void Backcredits() { state = stateMenu.Main; CreditPanel.SetActive(false); }
//Credits public void Credits() { state = stateMenu.Credit; CreditPanel.SetActive(true); }