protected void OpenTitleScreen() { CurrentScreen = ScreenState.Title; SearchButton.MoveToStart(); StartButton.MoveToStart(); Title.MoveTo(CenterPos); }
/* Layer Update - control transition percentage * call via base.Update */ public virtual void Update(float ms) { switch (state) { // TransitioningOn : update transition progress, if complete, switch to active case ScreenState.TransitioningOn: if (UpdateTransition(ms, transitionOnTime, 1)) { state = ScreenState.TransitioningOn; } else { state = ScreenState.Active; if (fadeInCompleteCallback != null) fadeInCompleteCallback(); } break; case ScreenState.Active: break; case ScreenState.TransitioningOff: if (UpdateTransition(ms, transitionOffTime, -1)) { state = ScreenState.TransitioningOff; } else { state = ScreenState.Hidden; if (fadeOutCompleteCallback != null) fadeOutCompleteCallback(); //mustExit = true; //Globals.screenManager.Pop(); } break; } }
/// <summary> Change screen. </summary> /// <remarks> James, 2014-05-02. </remarks> /// <exception cref="NotSupportedException"> Thrown when the state of the menu is set to NONE. </exception> /// <param name="state"> The state of the menu to be changed to. </param> public void ChangeScreen( MenuState state ) { if ( state == MenuState.NONE ) throw new System.NotSupportedException( "The state of the menu cannot be NONE" ); currentScreen = screenMap[ state ]; spRender.sprite = currentScreen.Background; }
public override ScreenState Update(DateTime gameTime) { ScreenState ret = ScreenState.Current; var inp = device.GetInputState(); if (inp.IsCancel) { ret = ScreenState.Exit; } else { prologBtn.UpdateInput(inp.Positions); playBtn.UpdateInput(inp.Positions); musicBtn.UpdateInput(inp.Positions); authorsBtn.UpdateInput(inp.Positions); exitBtn.UpdateInput(inp.Positions); string balance = "0"; device.LoadSettings("balance", ref balance); string balanceValue; if (balance.Length >= 7) { if (Convert.ToInt32(balance) > 0) { balanceValue = "*******"; } else { balanceValue = "-*******"; } } else { balanceValue = balance; } scoreLblValue.Text = balanceValue; string timeValue = "-"; device.LoadSettings("time", ref timeValue); if (timeValue != "-") { long ticks = Convert.ToInt64(timeValue); TimeSpan ts = TimeSpan.FromTicks(ticks); timeValue = ts.ToString("mm\\:ss"); } timeLblValue.Text = timeValue; string promoValue = "-"; device.LoadSettings("promo", ref promoValue); promoLblValue.Text = promoValue; ret = currentScreenState; currentScreenState = ScreenState.Current; } return(ret); }
public void RpcLobbyChangeState(ScreenState newState) { if (LobbyHudController.instance == null) { return; } LobbyHudController.instance.ToggleScreen(newState); }
public Status(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height / 9, screenState.Width * 4 / 5, screenState.Height * 7 / 9) { MenuState = menuState; }
public StatusBarRight(SevenBattleState battleState, ScreenState screenState) : base( screenState.Width * 2 / 5 + 12, screenState.Height * 7 / 10, screenState.Width * 3 / 5 - 17, screenState.Height * 5 / 20 - 5) { BattleState = battleState; }
public Top(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height / 20, screenState.Width - 10, screenState.Height * 3 / 10 - 6) { MenuState = menuState; }
public void OnAddToList(Vector3 pos, Quaternion rot) { m_CurScreenState = ScreenState.InList; m_OriginRot = transform.rotation; transform.DOKill(); transform.DOMove(pos, m_ListTime); transform.DORotateQuaternion(rot, m_ListTime); transform.DOScale(m_InListScale, m_ListTime); }
private void Title() { if (rewiredPlayer1.GetButtonDown("Confirm") || rewiredPlayer2.GetButtonDown("Confirm")) { Debug.Log("confirm"); Instantiate(Resources.Load("Prefabs/PalmmyEffect/TitleAnimation"), transform.parent); _state = ScreenState.Cracked; } }
private void UpdateCreditScreen() { if ((currentState.Buttons.B == ButtonState.Released && prevState.Buttons.B == ButtonState.Pressed) || (currentKeyState.IsKeyUp(Keys.B) == true && prevKeyState.IsKeyDown(Keys.B))) { CurrentScreen = ScreenState.Title; return; } }
void checkQuit() { if (Statics.INPUT.isMouseClicked && quitButton.Contains(Statics.INPUT.mousePosition)) { this.Texture = Statics.CONTENT.Load <Texture2D>("Images/Menu/exitMenu"); this.currentState = ScreenState.EXIT; this.nextState = ScreenState.EXIT; } }
public ItemRight(SevenPostBattleState postBattleState, ScreenState screenState) : base( screenState.Width / 2, screenState.Height * 13 / 60, screenState.Width / 2 - 8, screenState.Height * 3 / 4 - 6) { HoardItemLeft = postBattleState.HoardItemLeft; }
public void StartButtonClicked() { if (game == null) { game = new GameScreen(); } MenuState = ScreenState.Playing; }
IEnumerator HackScreen(float duration) { ScreenState state = screenState; SetScreenState(ScreenState.hack); yield return(new WaitForSeconds(duration)); SetScreenState(state); }
public void SetScreenState(int i) { if (i >= 0 && i < Enum.GetNames(typeof(ScreenState)).Length) { screenState = (ScreenState)i; UpdateSupport(); UpdateColor(); } }
public ItemMenu(SevenBattleState battleState, ScreenState screenState) : base( 5, screenState.Height * 7 / 10 + 20, screenState.Width - 11, (screenState.Height * 5 / 20) - 25) { BattleState = battleState; }
public VictoryEXP(SevenPostBattleState postBattleState, ScreenState screenState) : base( 2, screenState.Height * 2 / 15, screenState.Width / 2, screenState.Height / 12 - 6) { Exp = postBattleState.Exp + "p"; }
protected StatusBase(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height / 20, screenState.Width - 10, screenState.Height * 9 / 10) { Party = menuState.Party; }
public void PowerOnPhone() { if (state == ScreenState.PowerOff) { state = ScreenState.PowerOn; StartCoroutine(PowerOnPhoneProcess()); screen.material = screenState[3]; } }
public void SetScreenState(ScreenState state) { if (state == ScreenState.WarningNext && _longWarningNext == null) return; if (state == ScreenState.WarningPrevious && _longWarningPrevious == null) return; _screenState = state; }
public List(SevenMenuState menuState, ScreenState screenState) : base( screenState.Width * 5 / 8, screenState.Height * 5 / 12, screenState.Width * 3 / 8 - 8, screenState.Height * 8 / 15) { MenuState = menuState; }
public VictoryAP(SevenPostBattleState postBattleState, ScreenState screenState) : base( screenState.Width / 2, screenState.Height * 2 / 15, screenState.Width / 2 - 8, screenState.Height / 12 - 6) { AP = postBattleState.AP + "p"; }
public StatusBarLeft(SevenBattleState battleState, ScreenState screenState) : base( 5, screenState.Height * 7 / 10, screenState.Width * 2 / 5, (screenState.Height * 5 / 20) - 5) { BattleState = battleState; }
public Stats(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height * 11 / 60, screenState.Width / 2, screenState.Height * 23 / 30) { MenuState = menuState; }
public Stats(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height * 5 / 12, screenState.Width * 5 / 8, screenState.Height * 8 / 15) { MenuState = menuState; }
private void ShowPhoneScene() { Debug.WriteLine("ShowPhoneScene"); phoneControl.Visibility = System.Windows.Visibility.Visible; codeControl.Visibility = System.Windows.Visibility.Collapsed; nameControl.Visibility = System.Windows.Visibility.Collapsed; _currentScreenState = ScreenState.PhoneScreen; }
public PauseScreen(Game game) : base(game) { this.game = game; Texture = Statics.CONTENT.Load <Texture2D>("Images/Menu/Menu"); // khởi tạo ở trạng thái NORMAL currentState = ScreenState.NORMAL; }
public Prompt(SevenMenuState menuState, ScreenState screenState) : base( screenState.Width / 2 - width / 2, screenState.Height / 2 - height / 2, width, height) { MenuState = menuState; }
public Options(SevenMenuState menuState, ScreenState screenState) : base( screenState.Width * 3 / 4 - 10, screenState.Height / 20, screenState.Width / 4, screenState.Height * 11 / 20) { MenuState = menuState; }
public Selected(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height * 5 / 12, screenState.Width * 5 / 8, screenState.Height / 6) { MenuState = menuState; }
public HoardGilRight(SevenPostBattleState postBattleState, ScreenState screenState) : base( screenState.Width / 2, screenState.Height * 2 / 15, screenState.Width / 2 - 8, screenState.Height / 12 - 6) { Party = postBattleState.Party; }
public Info(SevenMenuState menuState, ScreenState screenState) : base( 2, screenState.Height / 20 + screenState.Height / 15, screenState.Width - 10, screenState.Height / 15) { MenuState = menuState; }
public EventBar(SevenBattleState battleState, ScreenState screenState) : base( screenState.Width / 16, 20, screenState.Width * 7 / 8, screenState.Height / 10) { BattleState = battleState; }
protected Screen() { _state = ScreenState.FadingIn; _isExiting = false; _isCovered = false; _hasInputFocus = false; _transition = 1; _transitionOnTime = TimeSpan.Zero; _transitionOffTime = TimeSpan.Zero; }
public GameScreen() { screenState = ScreenState.TransitionOn; transitionOnTime = TimeSpan.Zero; transitionOffTime = TimeSpan.Zero; transitionProgress = 0; alwaysVisible = false; isPopup = false; isExiting = false; }
/// <summary> /// Initialize a new instance of the ExerciseScreen class. /// </summary> /// <param name="game">The related game object.</param> /// <param name="viewableArea">The desired canvas size to draw on.</param> /// <param name="startingState">The desired starting Screen State</param> public LoadingScreen(Game game, Rectangle viewableArea, ScreenState startingState) : base(game) { ScreenState = startingState; _viewableArea = viewableArea; Title = "Loading"; _isInitialized = false; }
public ScreenManager() { mScreens = new List<Screen>(); GameScreen gameScreen = new GameScreen(); MenuScreen menuScreen = new MenuScreen(); mCurrentScreen = gameScreen; AddScreen(menuScreen); AddScreen(gameScreen); mScreenState = ScreenState.Playing; }
IEnumerator EnterCreditsCoroutine() { screenState = ScreenState.CREDITS; yield return StartCoroutine(SceneManager.instance.fade_black()); yield return StartCoroutine(SoundManager.instance.FadeOutAudioSource(soundtrack(), rate: 0.1f)); Application.LoadLevel(SceneManager.SCENE_CREDITS); yield return StartCoroutine(SceneManager.instance.fade_out()); yield return null; GameManager.instance.Play(); yield break; }
public void OpenNewScreen(ScreenState newState, bool clear = true) { previousState = screenState; screenState = newState; if (clear) { screenList[(int)previousState].Clear(); screenList[(int)screenState].Initialize(); } }
private void updateScreenState() { if (State == ScreenState.Exiting && TransitionAlpha <= 0) { RemoveScreen(); } else if (State == ScreenState.Entering && TransitionAlpha >= 1.0f) { State = ScreenState.Active; } }
IEnumerator EnterAlfredCoroutine() { screenState = ScreenState.GAME; GameManager.instance.SetTime(GameManager.TimeType.SET, 20); GameManager.instance.playerData.daysPassed = 1; StartCoroutine(SoundManager.instance.FadeOutAudioSource(soundtrack(), rate: 0.1f)); yield return StartCoroutine(SceneManager.instance.LoadSceneCoroutine("G_MainStreet")); GameManager.instance.MenuLayout.GetComponent<Menu_Layout>().GameMenus(true); Destroy(this.gameObject); yield break; }
IEnumerator EnterGameCoroutine() { screenState = ScreenState.GAME; GameManager.instance.SetTime(GameManager.TimeType.SET, startTime); StartCoroutine(SoundManager.instance.FadeOutAudioSource(soundtrack(), rate: 0.1f)); GameManager.instance.LoadPlayerData(); yield return StartCoroutine(SceneManager.instance.LoadSceneCoroutine(startScene)); GameManager.instance.MenuLayout.GetComponent<Menu_Layout>().GameMenus(true); Destroy(this.gameObject); yield break; }
private void ChangeScreen(ScreenState screenState, CreateScreen createScreen) { previousScreen = currentScreen; if (!screens.ContainsKey(screenState)) { screens.Add(screenState, createScreen()); screens[screenState].LoadContent(); } currentScreen = screens[screenState]; currentScreen.Activate(); }
void Start() { spRender = gameObject.GetComponent<SpriteRenderer>(); screenMap = new Dictionary<MenuState, ScreenState>(); screenMap.Add( MenuState.Main , new MenuScreen( skin, spRender, this ) ); screenMap.Add( MenuState.PlayMode , new PlayModeScreen( skin, spRender, this ) ); screenMap.Add( MenuState.Credits , new CreditScreen( skin, spRender, this ) ); screenMap.Add( MenuState.Instructions, new InstructionScreen( skin, spRender, this ) ); currentScreen = screenMap[ MenuState.Main ]; spRender.sprite = currentScreen.Background; }
SpriteFont text; // font for level select #endregion Fields #region Constructors public LevelSelect(Dictionary<string, Texture2D> imgs, SpriteFont txt, int cLV, int mLV) { images = imgs; text = txt; currentLevel = cLV; maxLevel= mLV; screenState = new ScreenState(); screenState = ScreenState.Select; cleared = new Dictionary<int, bool>(); for (int i = 0; i < maxLevel; i++) { cleared.Add((i + 1), false); } }
private void ChangeScreen(ScreenState screenState) { switch (screenState) { case ScreenState.Title: { ChangeScreen(screenState, new CreateScreen(CreateTitleScreen)); break; } case ScreenState.Options: { ChangeScreen(screenState, new CreateScreen(CreateOptionScreen)); break; } case ScreenState.Gameplay: { ChangeScreen(screenState, new CreateScreen(CreateGameplayScreen)); break; } case ScreenState.GameOver: { ChangeScreen(screenState, new CreateScreen(CreateGameOverScreen)); break; } case ScreenState.GameWin: { ChangeScreen(screenState, new CreateScreen(CreateGameWinScreen)); break; } case ScreenState.PreviousScreen: { currentScreen = previousScreen; currentScreen.Activate(); break; } case ScreenState.Exit: { game.Exit(); break; } } }
private void Bai04_Load(object sender, EventArgs e) { UserCT = new UserControl[4]; nUserCT = 4; UserCT[0] = new Phan1.Bai4.BaiTap12(); UserCT[1] = new Phan1.Bai4.BaiTap34(); UserCT[2] = new Phan1.Bai4.LuyenTap(); UserCT[3] = new Phan1.Bai4.LyThuyet(); for (int i = 0; i < nUserCT; i++) { pnBai1.Controls.Add(UserCT[i]); UserCT[i].Dock = DockStyle.Fill; } currentState = ScreenState.Temp; UpdateScreen(); }
private void ChangeScreen(ScreenState screenState) { switch (screenState) { case ScreenState.Title: { ChangeScreen(screenState, new CreateScreen(CreateTitleScreen)); break; } case ScreenState.Gameplay: { ChangeScreen(screenState, new CreateScreen(CreateGameplayScreen)); break; } } }
private void ListenForScreenEvents() { if(Keyboard.GetState().IsKeyDown(Keys.Escape) && mPreviousKeyboardState.IsKeyUp(Keys.Escape)) { if(mScreenState == ScreenState.Playing) { mScreenState = ScreenState.Paused; mCurrentScreen = mScreens.Where(s => s.GetType() == typeof(MenuScreen)).Select(s => s as MenuScreen).FirstOrDefault(); } else if(mScreenState == ScreenState.Paused) { mScreenState = ScreenState.Playing; mCurrentScreen = mScreens.Where(s => s.GetType() == typeof(GameScreen)).Select(s => s as GameScreen).FirstOrDefault(); } } mPreviousKeyboardState = Keyboard.GetState(); }
private void Bai01_Load(object sender, EventArgs e) { UserCT = new UserControl[5]; nUserCT = 5; UserCT[0] = new PHAN1.Bai1.BaiTap1(); UserCT[1] = new PHAN1.Bai1.BaiTap2(); UserCT[2] = new PHAN1.Bai1.BaiTap3(); UserCT[3] = new PHAN1.Bai1.BaiTap4(); UserCT[4] = new PHAN1.Bai1.BaiTap5(); for (int i = 0; i < nUserCT; i++) { pnBaiTap.Controls.Add(UserCT[i]); UserCT[i].Dock = DockStyle.Fill; } currentState = ScreenState.Temp; UpdateScreen(); }
private void Bai11_Load(object sender, EventArgs e) { nUsct = 4; myUsercontrol = new UserControl[5]; myUsercontrol[0] = new Phan1.Bai_11.BaiTap1(); myUsercontrol[1] = new Phan1.Bai_11.BaiTap2(); myUsercontrol[2] = new Phan1.Bai_11.BaiTap3(); myUsercontrol[3] = new Phan1.Bai_11.BaiTap4(); for (int i = 0; i < nUsct; i++) { pnbai11.Controls.Add(myUsercontrol[i]); myUsercontrol[i].Dock = DockStyle.Fill; } currentScreen = ScreenState.ChonBT; UpdateScreen(); }
public RenderManager() { this.currentScreenState = ScreenState.BEGINSCREEN; RenderManager.instance = this; this.textureList = new TextureList(); this.textureList.load(); this.fieldArr = this.getField(); this.renderWidth = this.fieldArr.GetLength(0) * fieldSize; this.renderHeight = this.fieldArr.GetLength(1) * fieldSize; this.tick(); this.initSound(); this.startBGMusic(); done = false; }
public virtual void Update( GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen ) { this.otherScreenHasFocus = otherScreenHasFocus; if( isExiting ) { screenState = ScreenState.TransitionOff; if( !UpdateTransition( gameTime, transitionOffTime, 1 ) ) ScreenManager.RemoveScreen( this ); } else if( coveredByOtherScreen ) { if( UpdateTransition( gameTime, transitionOffTime, 1 ) ) { screenState = ScreenState.TransitionOff; } else { screenState = ScreenState.Hidden; } } else { if( UpdateTransition( gameTime, transitionOnTime, -1 ) ) { screenState = ScreenState.TransitionOn; } else { screenState = ScreenState.Active; } } }
// Update is called once per frame public virtual void Update() { switch (CurrentScreen) { case ScreenState.Title: OpenTitleScreen(); break; case ScreenState.StartButton: OpenStartButtonScreen(); break; case ScreenState.SearchButton: OpenSearchButtonScreen(); break; default: CurrentScreen = ScreenState.Title; //Невозможный исход break; } Title.Update(); StartButton.Update(); SearchButton.Update(); }
private void ChangeScreen(ScreenState screenState) { switch (screenState) { case ScreenState.Title: { ChangeScreen(screenState, CreateTitleScreen); break; } case ScreenState.MainGame: { ChangeScreen(screenState, CreateMainGameScreen); break; } case ScreenState.GameOver: { ChangeScreen(screenState, CreateGameOverScreen); break; } case ScreenState.InGameMenu: { ChangeScreen(screenState, CreateInGameMenuScreen); break; } case ScreenState.PreviousScreen: { currentScreen = previousScreen; currentScreen.Activate(); break; } case ScreenState.Exit: { game.Exit(); break; } } }
private void InitializeState(ScreenState state) { switch(state) { case ScreenState.Incident_Intro: _incidentIntro_Prompt.text = currentIncident.Prompt; break; case ScreenState.Incident_InProgress: _incidentInProgress_Body.text = currentIncident.GetPlayerInfoText(myCharacterThingId); foreach(string s in currentIncident.GetPlayerControlsText(myCharacterThingId)) { GameObject buttonGo = Instantiate<GameObject>(_incidentInProgress_ButtonTemplate) as GameObject; buttonGo.SetActive(true); buttonGo.GetComponentInChildren<Text>().text = s; buttonGo.transform.parent = _incidentInProgress_ButtonGrid; buttonGo.transform.localScale = Vector3.one; } // _incidentInProgress_ButtonGrid.GetComponent<VerticalLayoutGroup>().enabled = true; // _incidentInProgress_Body.text = currentIncident.beliefs[0].text; break; case ScreenState.Incident_Conclusion: _incidentConclusion_Resolution.text = currentIncident.controls[0].conclusionText; break; } }
/// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { if (!isStubbourn) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } }
public virtual void UpdateState(GameTime gameTime, bool covered) { if (covered) { if (StillTransitioning(gameTime, _transitionOffTime)) { state = ScreenState.TransitionOff; } else { state = ScreenState.Hidden; } } else if(state != ScreenState.Active) { if (StillTransitioning(gameTime, _transitionOnTime) == false) { state = ScreenState.Active; LoadContent(); } else { state = ScreenState.TransitionOn; } } }
/// <summary> /// Initialises a new instance of the <see cref="CloseEventArgs"/> class /// </summary> /// <param name="previousState">State being transitioned away from</param> public CloseEventArgs(ScreenState previousState) { this.PreviousState = previousState; }