//función para registrar un usuario public void LoginUser() { //comprobar si el usuairo que intentamos crear ya existe if (File.Exists(Application.persistentDataPath + "/users/" + inputUserName.text)) { string chargeLine = File.ReadAllText(Application.persistentDataPath + "/users/" + inputUserName.text); //no se hace nada User loadedUser = JsonUtility.FromJson <User>(chargeLine); if (inputPassword.text == loadedUser.password) { //Pasamos a lo siguiente HUDLogin.SetActive(false); HUDMenu.SetActive(true); GetComponent <gameController>().Name = loadedUser.userName; GetComponent <gameController>().Gender = loadedUser.gender; GetComponent <gameController>().Age = loadedUser.age; //si la carpeta no existe, te la crea con el nombre de usuario que se ha logeado if (!Directory.Exists(Application.persistentDataPath + "/images/" + loadedUser.userName)) { Directory.CreateDirectory(Application.persistentDataPath + "/images/" + loadedUser.userName); } } } else { //Sale mensajito de que no existe } inputUserName.text = ""; inputPassword.text = ""; }
public static Node HUDMenu() { Node menuInstance = Session.Instance("res://Scenes/Prefabs/Menus/HUDMenu.tscn"); HUDMenu menu = (HUDMenu)menuInstance; Session.session.AddChild(menu); menu.Init(); return(menuInstance); }
/* Displays the respawn timer for a dead player. */ protected IEnumerator RespawnTimer(Actor player, HUDMenu playerHUD) { int respawnTimer = 5; for (int i = respawnTimer; i > 0; i--) { if (playerHUD != null) { playerHUD.message = "Respawn in \n" + i; } yield return(new WaitForSeconds(1f)); } }
/* Displays respawn timer and respawns the player at its completion. */ protected IEnumerator RespawnPlayer(Actor player) { List <Item> items = player.DiscardAllItems(); if (player.droppedLoot != null) { items.AddRange(player.droppedLoot); } foreach (Item item in items) { if (item != null && item.gameObject != null) { Despawner d = item.gameObject.AddComponent(typeof(Despawner)) as Despawner; d.Despawn(60f); } } HUDMenu playerHUD = null; if (player.playerNumber > 0 && player.playerNumber < 5) { MenuManager playerMenu = player.menu; playerMenu.Change("HUD"); if (playerMenu) { playerHUD = (HUDMenu)playerMenu.active; } } if (respawns) { yield return(RespawnTimer(player, playerHUD)); Data dat = player.GetData(); int id = player.id; Destroy(player.gameObject); if (time > 0) { SpawnPlayer(dat.prefabName, id, player.stats.faction); } } else { if (playerHUD != null) { playerHUD.message = "You are dead."; } players.Remove(player); player.SetMenuOpen(true); } yield return(new WaitForSeconds(0f)); }
// Start is called before the first frame update void Awake() { m_HUDMenu = FindObjectOfType <HUDMenu>(); }
void Awake() { //Check if instance already exists if (Instance == null) { //if not, set instance to this Instance = this; LoadingGameSettings = true; LoadingPlayerSettings = true; LoadingHeroData = true; LoadingWorldData = true; // only time game state will be null is if in slapsh scene in which case I will // assign main menu as next in most case. in the case that it is not next, // I will let the Login dialog logic sort out what to do AddToSceneBreadCrumb(GameState.Constants.SCENE_START_MENU, GameState.Constants.START_MENU); } //If instance already exists and it's not this: else if (Instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); // allow this class to persist from scene-to-scene } DontDestroyOnLoad(gameObject); // gather all the game menus if (GameTitleInScene == null) { GameTitleInScene = Object.FindObjectOfType <GameTitle>(); } if (OptionsMenuInScene == null) { OptionsMenuInScene = Object.FindObjectOfType <OptionsMenu>(); } if (MainMenuInScene == null) { MainMenuInScene = Object.FindObjectOfType <MainMenu>(); } if (StartMenuInScene == null) { StartMenuInScene = Object.FindObjectOfType <StartMenu>(); } if (GameSettingsInScene == null) { GameSettingsInScene = Object.FindObjectOfType <GameSettings>(); } if (CharacterCustomizationInScene == null) { CharacterCustomizationInScene = Object.FindObjectOfType <CharacterCustomization>(); } if (SaveGameStateDialogInScene == null) { SaveGameStateDialogInScene = Object.FindObjectOfType <SaveGameStateDialog>(); } if (LoginDialogInScene == null) { LoginDialogInScene = Object.FindObjectOfType <LoginDialog>(); } if (CharacterSelectionInScene == null) { CharacterSelectionInScene = Object.FindObjectOfType <CharacterSelection>(); } if (LevelMenuInScene == null) { LevelMenuInScene = Object.FindObjectOfType <LevelMenu>(); } if (HUDMenuInScene == null) { HUDMenuInScene = Object.FindObjectOfType <HUDMenu>(); } }
public static Node MenuFactory(Menus menu) { Node ret = null; switch (menu) { case Menus.None: Sound.PauseSong(); return(null); break; case Menus.HUD: ret = new HUDMenu(); ret.Name = "Pause"; break; case Menus.Pause: ret = new PauseMenu(); ret.Name = "Pause"; break; case Menus.Main: ret = new MainMenu(); ret.Name = "Main"; break; case Menus.Local: ret = new LocalMenu(); ret.Name = "Local"; break; case Menus.Online: ret = new OnlineMenu(); ret.Name = "Online"; break; case Menus.Lobby: ret = new LobbyMenu(); ret.Name = "Lobby"; break; case Menus.Inventory: ret = new InventoryMenu(); ret.Name = "Inventory"; break; case Menus.Settings: ret = new SettingsMenu(); ret.Name = "Settings"; break; case Menus.LoadAdventure: ret = new LoadAdventureMenu(); ret.Name = "LoadAdventure"; break; } Session.session.AddChild(ret); IMenu menuInstance = ret as IMenu; if (menuInstance != null) { menuInstance.Init(0, 0, 0, 0); // Assuiming these are not subMenus } return(ret); }
private void Awake() { ins = this; }
public static Node MenuFactory(Menus menu) { Node ret = null; switch (menu) { case Menus.None: Sound.PauseSong(); return(null); break; case Menus.HUD: ret = new HUDMenu(); ret.Name = "HUD"; break; case Menus.Pause: ret = new PauseMenu(); ret.Name = "Pause"; break; case Menus.Main: ret = new MainMenu(); ret.Name = "Main"; break; case Menus.Inventory: ret = new InventoryMenu(); ret.Name = "Inventory"; break; case Menus.Settings: ret = new SettingsMenu(); ret.Name = "Settings"; break; case Menus.Career: ret = new CareerMenu(); ret.Name = "Career"; break; case Menus.NewGame: ret = new NewGameMenu(); ret.Name = "NewGame"; break; case Menus.PressEvent: ret = new PressEventMenu(); ret.Name = "PressEvent"; break; case Menus.EndGame: ret = new EndGameMenu(); ret.Name = "EndGame"; break; case Menus.Shop: ret = new ShopMenu(); ret.Name = "Shop"; break; case Menus.RestSite: ret = new RestSiteMenu(); ret.Name = "Rest Site"; break; } Session.session.AddChild(ret); IMenu menuInstance = ret as IMenu; if (menuInstance != null) { menuInstance.Init(0, 0, 0, 0); // Assuiming these are not subMenus } if (ret == null) { GD.Print("Menu.MenuFactory returning null for " + menu); } return(ret); }