// Update is called once per frame void Update() { if ((stopSignal == false) && (_countOfMadeConnections != 0)) { try { foreach (Circuit sim in simList) { sim.doTick(); } } catch (Circuit.Exception e) { MainMenuButtons.CircuitError(e.element); stopSignal = true; } catch (NullReferenceException e) { stopSignal = true; } //MainMenuButtons.CircuitError(e.element); foreach (GameObject obj in UnityEngine.Object.FindObjectsOfType(typeof(GameObject))) { if (obj.tag.Equals("ActiveItem") && obj.name.Contains("Ampermeter")) { if (obj.GetComponent <GUIAmpermeter>().ResistorComponent.getCurrent() > 10) { string resErrorMsg = ResourceReader.Instance.GetResource("CircuitErrorMSG2"); FindObjectOfType <Whisp>().Say(resErrorMsg); stopSignal = true; } } } } }
// Use this for initialization void Start() { // Get the main menu controller mainController = mainUI.gameObject.GetComponent <MainMenuButtons>(); // Get the current canvas optionsUI = gameObject.GetComponent <Canvas>(); // Get the joystick input manager joystick = gameObject.GetComponent <JoystickMenuInput>(); selectorPos = (RectTransform)selector.transform; buttonPos = (RectTransform)UIElements[0].transform; }
// Use this for initialization void Start() { // Try to get the main UI thingy try { buttons = GameObject.FindGameObjectWithTag("MainUI").GetComponent <MainMenuButtons>(); } // If that doesn't work, catch { // Get the other UI manager thingy try { options = GameObject.FindGameObjectWithTag("OptionsUI").GetComponent <OptionsMenuManager>(); } // and if that doesnt work, catch { // do nothing hahahaa } } // Try to steal the duration from the main UI thingy try { duration = buttons.duration; } // If that doesn't work, catch { // Try stealing it from the other thing try { duration = options.duration; } // and if that doesn't work somehow, catch { // do nothing hehehehe } } // get the recttransform to change the position later pos = (RectTransform)gameObject.transform; }
// Use this for initialization void Awake() { button = GetComponent <Button>(); initialColorBlock = button.colors; canvasController = GameObject.Find("CanvasController"); mainMenuButtons = canvasController.GetComponent <MainMenuButtons>(); selectedColorBlock.normalColor = mainMenuButtons.selectedNormalColor; selectedColorBlock.highlightedColor = mainMenuButtons.selectedHighlighedColor; selectedColorBlock.pressedColor = mainMenuButtons.selectedPressedColor; selectedColorBlock.colorMultiplier = 1; unavailableColorBlock.normalColor = mainMenuButtons.unavailableColor; unavailableColorBlock.highlightedColor = mainMenuButtons.unavailableColor; unavailableColorBlock.pressedColor = mainMenuButtons.unavailableColor; unavailableColorBlock.colorMultiplier = 1; }
void SelectActivity() { if (mGamePad.LeftStick.Position.Y > 0) { beep.Play(); if (currentButton == MainMenuButtons.Start) currentButton = MainMenuButtons.Start; else if (currentButton == MainMenuButtons.About) currentButton = MainMenuButtons.Start; else if (currentButton == MainMenuButtons.Exit) currentButton = MainMenuButtons.About; } else if (mGamePad.LeftStick.Position.Y < 0) { beep.Play(); if (currentButton == MainMenuButtons.Start) currentButton = MainMenuButtons.About; else if (currentButton == MainMenuButtons.About) currentButton = MainMenuButtons.Exit; else if (currentButton == MainMenuButtons.Exit) currentButton = MainMenuButtons.Exit; } canMove = false; }
private void Awake() { MainMenuButtons.instance = this; this.mainPanelObj.SetActive( true ); this.currentState = STATE.MAIN; }