public override void Inputs_CANCEL() { base.Inputs_CANCEL(); State = MainMenuStates.InGameMenu; InGameMenu.ReInit(); fade = 0; }
private static void UpdateLG_Loading() { if (PercentLoaded < 1.0f) { PercentLoaded += Memory.gameTime.ElapsedGameTime.Milliseconds / 1000.0f * 3; } else { State = MainMenuStates.InGameMenu; // start loaded game. Memory.State = Saves.FileList[SlotLoc, BlockLoc + blockpage * 3]; InGameMenu.ReInit(); //till we have a game to load i'm going to display ingame menu. init_debugger_Audio.PlaySound(36); } }
public override void Inputs_CANCEL() { if (Memory.PrevState.Characters[VisableCharacter].CurrentHP() > Memory.State.Characters[VisableCharacter].CurrentHP()) { InGameMenu_Junction.Data[SectionName.ConfirmChanges].Show(); InGameMenu_Junction.SetMode(Mode.ConfirmChanges); } else { base.Inputs_CANCEL(); if (State == MainMenuStates.IGM_Junction) { State = MainMenuStates.InGameMenu; InGameMenu.ReInit(); Fade = 0.0f; } } }
public override void Inputs_OKAY() { skipsnd = true; init_debugger_Audio.PlaySound(31); InGameMenu_Junction.Data[SectionName.ConfirmChanges].Hide(); InGameMenu_Junction.SetMode(Mode.TopMenu); base.Inputs_OKAY(); switch (CURSOR_SELECT) { case 0: break; case 1: Memory.State = Memory.PrevState.Clone(); break; } if (State == MainMenuStates.IGM_Junction) { State = MainMenuStates.InGameMenu; InGameMenu.ReInit(); Fade = 0.0f; } }