// Update is called once per frame void Update() { if (WindowSelector.ReadThrough() && WindowSelector.ThisWindow.IsActive && WindowSelector.ThisWindow.IsVisible && Selected == 0) { Selected = WindowSelector.Read(Player); } else if (Selected > 0) { switch (Selected) { case 1: { NewMessage.NewMessage("Saving Data...", Player, false); Player.ThisPlayer.SceneName = SceneManager.GetActiveScene().name; Player.ThisPlayer.SavedLocation = PlayerObject.transform.position; DataManager.SaveData(Player.ThisPlayer); StartCoroutine(WaitIllusion(1, 3.0f)); break; } case 2: { NewMessage.NewMessage("Loading Data...", Player, false); StartCoroutine(WaitIllusion(2, 5.0f)); break; } case 3: { NewMessage.NewMessage("Exiting Game", Player, false); StartCoroutine(WaitIllusion(3, 3.0f)); break; } } Selected = 0; } if (NewMessage.ReadThrough() && NewMessage.ThisWindow.IsActive && NewMessage.ThisWindow.IsVisible) { NewMessage.Read(Player); } InputBasedOnPlayerStatus(); if (!WindowSelector.ReadThrough()) { WindowSelector.InputisHere = false; } }
// Update is called once per frame void Update() { if (WindowSelector.ReadThrough() && WindowSelector.ThisWindow.IsActive && WindowSelector.ThisWindow.IsVisible && Selected == 0) { Selected = WindowSelector.Read(Player); } else if (Selected > 0) { switch (Selected) { case 1: { GameObject.Find("PlayerInput").transform.position = Vector3.zero; break; } case 2: { WindowSelector.HideWindow(); SceneManager.LoadScene(Player.ThisPlayer.SceneName); break; } case 3: { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; } } Selected = 0; } if (NewMessage.ReadThrough() && NewMessage.ThisWindow.IsActive && NewMessage.ThisWindow.IsVisible) { NewMessage.Read(Player); } if (!WindowSelector.ReadThrough()) { WindowSelector.InputisHere = false; } }
public void GameOver() { if (WindowSelector.ReadThrough() && WindowSelector.ThisWindow.IsActive && WindowSelector.ThisWindow.IsVisible && Selected == 0) { Selected = WindowSelector.Read(Player); } else if (Selected > 0) { switch (Selected) { case 1: { NewMessage.NewMessage("Loading Data...", Player, false); Player.ThisPlayer.SceneName = SceneManager.GetActiveScene().name; Player.ThisPlayer.SavedLocation = PlayerObject.transform.position; NewMessage.HideWindow(); WindowSelector.HideWindow(); SceneManager.LoadScene(Player.ThisPlayer.SceneName); break; } case 2: { NewMessage.NewMessage("Exiting Game", Player, false); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; } } Selected = 0; } if (NewMessage.ReadThrough() && NewMessage.ThisWindow.IsActive && NewMessage.ThisWindow.IsVisible) { NewMessage.Read(Player); } if (!WindowSelector.ReadThrough()) { WindowSelector.InputisHere = false; } }