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 } }
// 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(); } }