private void AudioDesplegado() { //cerrar el menu si se le da a escape if (InputManager.instance.cancelButton || InputManager.instance.cancelButton2) { goingTo = OptionsState.CERRAR; currentState = OptionsState.REPLEGANDO_AUDIO; foreach (GameObject go in menuElements) { go.SetActive(false); } } MenuNav(); }
private void DesplegandoAudio() { if (transformBG.localPosition.y > originalBgPos.y) { transformBG.localPosition -= new Vector3(0, scrollSpeed, 0); } else { transformBG.localPosition = originalBgPos; currentState = OptionsState.AUDIO_DESPLEGADO; menuElements[0].SetActive(true); menuElements[2].SetActive(true); menuElements[3].SetActive(true); } }
public void ClickAceptar() { if (currentState == OptionsState.AUDIO_DESPLEGADO) { currentState = OptionsState.REPLEGANDO_AUDIO; goingTo = OptionsState.CERRAR; foreach (GameObject g in menuElements) { g.SetActive(false); } } else if (currentState == OptionsState.VIDEO_DESPLEGADO) { currentState = OptionsState.REPLEGANDO_VIDEO; goingTo = OptionsState.CERRAR; foreach (GameObject g in menuElements) { g.SetActive(false); } } //se le pasan los valores de configuraciĆ³n al gamelogic y se actualizan los valores previos GameLogic.instance.musicVolume = prevMusic = musica.value; GameLogic.instance.sfxVolume = prevSfx = sfx.value; GameLogic.instance.muteVolume = prevMute = mute.isOn; GameLogic.instance.mostrarTiempo = prevMostrarTiempo = mostrarTiempo.isOn; GameLogic.instance.fullscreen = pantallaCompleta.isOn; prevResolution = resolutionSel; GameLogic.instance.resolutionSelected = resolutions[resolutionSel]; prevFps = fpsSel; GameLogic.instance.maxFrameRate = fpsList[fpsSel]; GameLogic.instance.graficos = prevQuality = qualitySel; GameLogic.instance.ChangeGameSettings(); Debug.Log("SetFloat " + musica.value); PlayerPrefs.SetFloat("musicVolume", musica.value); PlayerPrefs.SetFloat("sfxVolume", sfx.value); Debug.Log("Setting mostratTiempo as" + mostrarTiempo.isOn); PlayerPrefs.SetInt("mostrarTiempo", BoolToInt(mostrarTiempo.isOn)); PlayerPrefs.SetFloat("resolutionSelectedX", resolutions[resolutionSel].x); PlayerPrefs.SetFloat("resolutionSelectedY", resolutions[resolutionSel].y); PlayerPrefs.SetInt("maxFrameRate", fpsList[fpsSel]); PlayerPrefs.SetInt("graficos", qualitySel); PlayerPrefs.SetInt("Language", (int)GameLogic.instance.currentLanguage); }
public void ClickVideo() { if (currentState == OptionsState.AUDIO_DESPLEGADO) { currentState = OptionsState.REPLEGANDO_AUDIO; goingTo = OptionsState.VIDEO_DESPLEGADO; foreach (GameObject g in menuElements) { g.SetActive(false); } transformSetaAudio.localPosition = originalSetaAudioPos; transformSetaVideo.localPosition += new Vector3(0, setaOffset, 0); currentItem.highlight.SetActive(false); currentItem = firstVideo; currentItem.highlight.SetActive(true); } }
private void ReplegandoAudio() { if (transformBG.localPosition.y < originalBgPos.y + bgOffset) { transformBG.localPosition += new Vector3(0, scrollSpeed, 0); } else { if (goingTo == OptionsState.CERRAR) { gameObject.SetActive(false); } else { currentState = OptionsState.DESPLEGANDO_VIDEO; } } }
void Start() { currentState = OptionsState.DESPLEGANDO_AUDIO; goingTo = OptionsState.VIDEO_DESPLEGADO; foreach (GameObject g in menuElements) { g.SetActive(false); } //se activa el highlight del primer elemento de navegacion con mando/teclado currentItem = firstAudio; currentItem.highlight.SetActive(true); SoundManager.Instance.ChangeMusicVolume(musica.value); musica.onValueChanged.AddListener(delegate { if (!mute.isOn) { SoundManager.Instance.ChangeMusicVolume(musica.value); } }); sfx.onValueChanged.AddListener(delegate { if (!mute.isOn) { SoundManager.Instance.ChangeFXVolume(sfx.value); } }); mute.onValueChanged.AddListener(delegate { if (mute.isOn) { SoundManager.Instance.ChangeMusicVolume(0); SoundManager.Instance.ChangeFXVolume(0); } else { SoundManager.Instance.ChangeMusicVolume(musica.value); SoundManager.Instance.ChangeFXVolume(sfx.value); } }); //fix del bug por el que los sliders se movian sin tenerlos seleccionados. FindObjectOfType <EventSystem>().sendNavigationEvents = false; }
public void Update(GameTime gameTime) { currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.StartServer: controls.ContinueButton(GameManager.GameState.MultiplayerStartServer); break; case OptionsState.StartClient: controls.ContinueButton(GameManager.GameState.MultiplayerConnectServer); break; case OptionsState.Back: controls.ContinueButton(GameManager.GameState.MainMenu); break; } //controls.GoBackButton(); }
// Updates. When the players clicks continue we go to // the next state that is specified in the switch case, // depending on which option we currently are at. public void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.M)) { AudioManager.Instance.PlaySound("disaster"); } if (!AudioManager.Instance.IsPlaying) { AudioManager.Instance.PlayNextInQueue(gameTime); } currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.Exit: controls.ContinueButton(GameManager.GameState.Quit); break; } }
public void ClickCancelar() { if (currentState == OptionsState.AUDIO_DESPLEGADO) { currentState = OptionsState.REPLEGANDO_AUDIO; goingTo = OptionsState.CERRAR; foreach (GameObject g in menuElements) { g.SetActive(false); } } else if (currentState == OptionsState.VIDEO_DESPLEGADO) { currentState = OptionsState.REPLEGANDO_VIDEO; goingTo = OptionsState.CERRAR; foreach (GameObject g in menuElements) { g.SetActive(false); } } }
public void Update(GameTime gameTime) { CheckServerName(); currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.FindServer: controls.SearchForServerButton(networkConnectionManager); break; case OptionsState.ConnectedTo: case OptionsState.Play: controls.ContinueButton(GameManager.GameState.MultiplayerPlaying); break; case OptionsState.Back: controls.ContinueButton(GameManager.GameState.MainMenu); break; } }
public void Update(GameTime gameTime) { CheckServerName(); currentPosition = (OptionsState)controls.MoveOptionPositionVertically((int)currentPosition); switch (currentPosition) { case OptionsState.StartServer: controls.StartServerButton(networkConnectionManager); break; case OptionsState.ServerName: case OptionsState.StartMatch: controls.ContinueButton(GameManager.GameState.MultiplayerPlaying); break; case OptionsState.Back: controls.GoBackButton(peer: networkConnectionManager.GetPeer()); break; } }
protected override void Initialize() { // TODO: Add your initialization logic here this.RegisterGlobalComponent(new AudioManager(this.Game, @"Content\Audio\RpgAudio.xgs", @"Content\Audio\Wave Bank.xwb", @"Content\Audio\Sound Bank.xsb")); _SceneManager = new SceneManager(); _MainMenuState = new MainMenuState(); _PausedState = new PausedState(); _OptionsState = new OptionsState(); //#if DEBUG // AudioManager.Instance.MusicEnabled = false; //#endif // Start off in game. //_SceneManager.ChangeScene("BasicLevel", false); //StateManager.PushState(_SceneManager); StateManager.PushState(_MainMenuState); AudioManager.PlayMusic("Title1"); AudioManager.SetMusicVolume(0.5f); CreateNewPlayer(); GraphicsManager.ApplyChanges(); //#if DEBUG _SceneManager.AddComponent(new DebugComponent(_SceneManager)); //#endif }
public OptionsScreen(GameScreen before) { screenBefore = before; OptionsState = TDA3Game.OptionsState.Normal; }
void sound_LeftClickEvent(object sender, EventArgs e) { if (OptionsState == TDA3Game.OptionsState.Normal) { Button b = sender as Button; b.Texture = activeButtonTexture; Vector2 pos = new Vector2((int)(soundBlock.Dimensions.Left + b.Texture.Width), (int)(soundBlock.Dimensions.Top + b.Texture.Height)); b.Position = pos; b.ButtonText.Position = new Vector2(pos.X - (b.Texture.Width / 2) + 10, pos.Y - (b.Texture.Height / 2)); b.SetColor(Selected); soundBlock.GetText("SoundInstructions").Value = "Press the Up or Down arrow keys to change the value.\nClick the button again to deselect."; soundBlock.GetText("SoundInstructions").Position = new Vector2(b.Rectangle.Right + 10, b.ButtonText.Position.Y); OptionsState = TDA3Game.OptionsState.Sound; } else if (OptionsState == TDA3Game.OptionsState.Sound) { Button b = sender as Button; b.Texture = inactiveButtonTexture; Vector2 pos = new Vector2((int)(soundBlock.Dimensions.Left + b.Texture.Width), (int)(soundBlock.Dimensions.Top + b.Texture.Height)); b.Position = pos; b.ButtonText.Position = new Vector2(pos.X - (b.Texture.Width / 2) + 10, pos.Y - (b.Texture.Height / 2)); b.SetColor(Normal); soundBlock.GetText("SoundInstructions").Value = "Select the Sound button to change settings"; soundBlock.GetText("SoundInstructions").Position = new Vector2(b.Position.X + (b.Texture.Width / 2) + 10, b.ButtonText.Position.Y); OptionsState = TDA3Game.OptionsState.Normal; } }
public OptionsScreen(GameScreen before) { screenBefore = before; OptionsState = TowerDefense.OptionsState.Normal; }
public KeyBindOption(Game.Game game, OptionsState menu, Bind binding) { m_game = game; m_menu = menu; m_binding = binding; }
public void SetOptionState(string option, OptionsState state) { _Options[option] = state; }
private IEnumerator ChangeUsernameCoroutine(string usernameStr) { string cachedUsername = ParseUser.CurrentUser.Username; ParseUser.CurrentUser.Username = usernameStr; Task changeTask = ParseUser.CurrentUser.SaveAsync (); DateTime startTime = DateTime.UtcNow; TimeSpan waitDuration = TimeSpan.FromSeconds(TimeUtils.TIMEOUT_DURATION); while (!changeTask.IsCompleted) { if(DateTime.UtcNow - startTime >= waitDuration) break; yield return null; } if(!changeTask.IsCompleted) { errorInfo = new ErrorInfo(ErrorType.Timeout); optionsState = OptionsState.Error; } else if (changeTask.IsFaulted) { using (IEnumerator<System.Exception> enumerator = changeTask.Exception.InnerExceptions.GetEnumerator()) { if (enumerator.MoveNext()) { ParseException exception = (ParseException) enumerator.Current; errorInfo = new ErrorInfo(ErrorType.ParseException, exception.Code); } else { errorInfo = new ErrorInfo(ErrorType.ParseInternal); } } optionsState = OptionsState.Error; } if (optionsState != OptionsState.Error) { AsyncWriter.StopWriting(); selectionHandler = new SelectionHandler (new List<string> () {"Change Username", "Change Password", "Logout: " + ParseUser.CurrentUser.Username, "Menu"}); PromptOptions(); } else { ParseUser.CurrentUser.Username = cachedUsername; AsyncWriter.WriteTextInstant (errorInfo.GetErrorStr() + "\n" + "[Tap] to return\n"); } }
private void PromptChangeUsername() { SelectionWriter.ClearWriting (); AsyncWriter.ClearWriting(); optionsState = OptionsState.ChangeUsername; HeaderWriter.WriteTextInstant ("[Tap] to change\n" + "[Hold] to cancel\n" + "Enter username"); PasswordCanvasGroup.alpha = 0; PasswordCanvasGroup.blocksRaycasts = false; PasswordCanvasGroup.interactable = false; UsernameCanvasGroup.alpha = 1; UsernameCanvasGroup.blocksRaycasts = true; UsernameCanvasGroup.interactable = true; UsernameField.text = ""; UsernameField.ActivateInputField(); UsernameField.Select(); }
private IEnumerator ChangePasswordCoroutine(string passwordStr) { // TODO: MAY BE BUGGY SINCE INSTANCE PARSEUSER WILL RETAIN CHANGED PASSWORD REGARDLESS OF WHETHER SAVE WAS SUCCESSFUL ParseUser.CurrentUser.Password = passwordStr; Task changeTask = ParseUser.CurrentUser.SaveAsync (); DateTime startTime = DateTime.UtcNow; TimeSpan waitDuration = TimeSpan.FromSeconds(TimeUtils.TIMEOUT_DURATION); while (!changeTask.IsCompleted) { if(DateTime.UtcNow - startTime >= waitDuration) break; yield return null; } if(!changeTask.IsCompleted) { errorInfo = new ErrorInfo(ErrorType.Timeout); optionsState = OptionsState.Error; } else if (changeTask.IsFaulted) { using (IEnumerator<System.Exception> enumerator = changeTask.Exception.InnerExceptions.GetEnumerator()) { if (enumerator.MoveNext()) { ParseException exception = (ParseException) enumerator.Current; errorInfo = new ErrorInfo(ErrorType.ParseException, exception.Code); } else { errorInfo = new ErrorInfo(ErrorType.ParseInternal); } } optionsState = OptionsState.Error; } if (optionsState != OptionsState.Error) { AsyncWriter.StopWriting(); selectionHandler = new SelectionHandler (new List<string> () {"Change Username", "Change Password", "Logout: " + ParseUser.CurrentUser.Username, "Menu"}); PromptOptions(); } else { AsyncWriter.WriteTextInstant (errorInfo.GetErrorStr() + "\n" + "[Tap] to return\n"); } }
private void PromptOptions() { optionsState = OptionsState.ChoiceSelection; AsyncWriter.ClearWriting(); string choiceMessage = "[Tap] to cycle \n[Hold] to select\n-----------------\n" + selectionHandler.GetOptionListString(); SelectionWriter.WriteTextInstant (choiceMessage); }
private void SubmitChangePassword(string passwordStr) { if (passwordStr.Length == 0) { PromptChangePassword(); return; } optionsState = OptionsState.Syncing; PasswordCanvasGroup.alpha = 0; PasswordCanvasGroup.blocksRaycasts = false; PasswordCanvasGroup.interactable = false; HeaderWriter.ClearWriting (); AsyncWriter.RepeatText ("..."); StartCoroutine (ChangePasswordCoroutine (passwordStr)); }
private void SubmitChangeUsername(string usernameStr) { if (usernameStr.Length == 0) { PromptChangeUsername(); return; } optionsState = OptionsState.Syncing; UsernameCanvasGroup.alpha = 0; UsernameCanvasGroup.blocksRaycasts = false; UsernameCanvasGroup.interactable = false; HeaderWriter.ClearWriting (); AsyncWriter.RepeatText ("..."); StartCoroutine (ChangeUsernameCoroutine (usernameStr)); }