void Update()
 {
     if (always_set)
     {
         SetColor(MenuColorChanger.getColor());
     }
 }
    void Update()
    {
        if (selectedButton == this)
        {
            SendMessage("SetColor", MenuColorChanger.getColor(), SendMessageOptions.DontRequireReceiver);
            if (accept_inputs)
            {
                foreach (Player player in ReInput.players.AllPlayers)
                {
                    if (player.GetButtonDown("Horizontal"))
                    {
                        OnKeyPressed("Right");
                        break;
                    }
                    if (player.GetNegativeButtonDown("Horizontal"))
                    {
                        OnKeyPressed("Left");
                        break;
                    }
                    if (player.GetButtonDown("Vertical"))
                    {
                        OnKeyPressed("Up");
                        break;
                    }
                    if (player.GetNegativeButtonDown("Vertical"))
                    {
                        OnKeyPressed("Down");
                        break;
                    }
                    if (player.GetButtonDown("Attack"))
                    {
                        OnKeyPressed("Attack");
                        break;
                    }
                    if (player.GetButtonDown("Special"))
                    {
                        OnKeyPressed("Special");
                        break;
                    }
                }
            }
        }
        else
        {
            SendMessage("SetColor", Color.white, SendMessageOptions.DontRequireReceiver);
        }

        //We have to do this after the button check, or else we get occasional double-moves
        if (selected)
        {
            selectedButton = this;
        }
    }
    /// <summary>
    /// At the start of the scene, create an instance of this class if there isn't one already. If there is, get rid of this one and keep using that one.
    /// </summary>
    void Awake()
    {
        DontDestroyOnLoad(gameObject);
        SceneManager.sceneLoaded += OnSceneLoaded;
        if (menu_color == null) //if we don't have a settings object
        {
            menu_color = this;
        }

        else //if it's already set
        {
            Destroy(gameObject); //Destroy the new one
        }
    }
Example #4
0
 // Update is called once per frame
 void Update()
 {
     foreach (UISprite ui_sprite in ui_sprites) //Sprites that have this component get their color set
     {
         ui_sprite.color = MenuColorChanger.getColor();
     }
     foreach (UIButton ui_button in ui_buttons) //Buttons that have this component have their hover color set
     {
         ui_button.hover = MenuColorChanger.getColor();
         if (ChangePressed)
         {
             ui_button.pressed = MenuColorChanger.getColor();
         }
     }
     if (particles != null)
     {
         var main = particles.main;
         main.startColor = MenuColorChanger.getColor();
     }
 }