Inheritance: MonoBehaviour
Example #1
0
    //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 = "";
    }
Example #2
0
    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);
    }
Example #3
0
    /* 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));
        }
    }
Example #4
0
    /* 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));
    }
Example #5
0
 // Start is called before the first frame update
 void Awake()
 {
     m_HUDMenu = FindObjectOfType <HUDMenu>();
 }
Example #6
0
    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>();
        }
    }
Example #7
0
    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);
    }
Example #8
0
 private void Awake()
 {
     ins = this;
 }
Example #9
0
    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);
    }