private void UpdateInputMenu() { _menu.UpdateInput(); if (Controls.AcceptTyped()) { Resource.PlaySound("decision"); switch (_menu.Index) { case 0: // new game { _menuConfirm = new UI_Confirm(new string[] { "Are you sure you want to start a new", "game? (any saved data will be lost)" }); _menu.Active = false; break; } case 1: // continue { this.Dispose(); Global.Player = Saving.LoadPlayerData(); GameMain.Scene = new Scene_Menu(); break; } } } }
private void UpdateInputMenuMain() { _menuMain.UpdateInput(); if (Controls.AcceptTyped() && _menuMain.Index == 1) { Resource.PlaySound("decision"); _menuConfirm = new UI_Confirm(new string[] { "Are you sure you want to leave the", "battle?" }); _menuMain.Active = false; } else if (Controls.CancelTyped() || (Controls.AcceptTyped() && _menuMain.Index == 0)) { Resource.PlaySound("cancel"); _menuMain.Dispose(); _menuMain = null; _menuGroups.Active = true; } }
private void UpdateInputMenuConfirm() { _menuConfirm.UpdateInput(); if (Controls.AcceptTyped() && _menuConfirm.Index == 0) { Resource.PlaySound("decision"); this.Dispose(); Saving.CreateNewSave(); Global.Player = Saving.LoadPlayerData(); GameMain.Scene = new Scene_Menu(); } else if (Controls.CancelTyped() || (Controls.AcceptTyped() && _menuConfirm.Index == 1)) { Resource.PlaySound("cancel"); _menuConfirm.Dispose(); _menuConfirm = null; _menu.Active = true; } }
private void UpdateInputMenuConfirm() { _menuConfirm.UpdateInput(); if (Controls.AcceptTyped() && _menuConfirm.Index == 0) { Resource.PlaySound("decision"); this.Dispose(); GameMain.Scene = new Scene_LevelSelect(_level - 1); } else if (Controls.CancelTyped() || (Controls.AcceptTyped() && _menuConfirm.Index == 1)) { Resource.PlaySound("cancel"); _menuConfirm.Dispose(); _menuConfirm = null; _menuMain.Active = true; } }