Example #1
0
    void GameOver() //created a new GameOverMenu, placed gameobject on InGameMenuScriptHolder. Please put Final Score and make button be selected with GamePad
    {
        players = GameObject.FindGameObjectsWithTag("Player");
        foreach (GameObject g in players)
        {
            g.gameObject.SetActive(false);
        }

        if (WinOrLose)
        {
            WinOrLoseText.GetComponent <TextMeshProUGUI>().text = "YOU WON!";
        }
        else
        {
            WinOrLoseText.GetComponent <TextMeshProUGUI>().text = "YOU LOSE!";
        }


        if (Input.GetAxis("AlljoyH") > 0.1f)
        {
            PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(quitButton);
        }
        else if (Input.GetAxis("AlljoyH") < -0.1f)
        {
            PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(restartButton);
        }
        else
        {
            PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(resumeButton); //be replaced with the nextLevelButton
        }
    }
Example #2
0
 void GameIsPaused()
 {
     if (Input.GetAxis("AlljoyH") > 0.1f)
     {
         PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(quitButton);
         if (Input.GetKeyDown(KeyCode.JoystickButton0))
         {
             BackToMainMenu();
         }
     }
     else if (Input.GetAxis("AlljoyH") < -0.1f)
     {
         PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(restartButton);
         if (Input.GetKeyDown(KeyCode.JoystickButton0))
         {
             RetryGame();
         }
     }
     else
     {
         PauseESystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(resumeButton);
         if (Input.GetKeyDown(KeyCode.JoystickButton0))
         {
             ResumeGame();
         }
     }
 }