Example #1
0
 public override void Inputs_CANCEL()
 {
     base.Inputs_CANCEL();
     State = MainMenuStates.InGameMenu;
     InGameMenu.ReInit();
     fade = 0;
 }
Example #2
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);
            }
        }
Example #3
0
 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;
         }
     }
 }
Example #4
0
                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;
                    }
                }