Exemple #1
0
 private void enableSelectmusic()
 {
     select.enable();
     music1.enable();
     music2.enable();
     music3.enable();
 }
Exemple #2
0
 private void enableMusicinfo()
 {
     musicinfo.enable();
     left.enable();
     selectThis.enable();
     right.enable();
 }
Exemple #3
0
    /*private void OnDrag(Vector2 delta)
     * {
     *  if(musicinfo.buttonShow == true)
     *  {
     *      if (delta.x < 0 && stage > 1)
     *          stage--;
     *      else if (delta.x > 0 && stage < 2)
     *          stage++;
     *  }
     * }*/

    private void enableMenu()
    {
        menu.enable();
        gameStart.enable();
        login.enable();
        exit.enable();
    }
Exemple #4
0
    public void GameResume()
    {
        Time.timeScale = 1;
        pauseMenu.disable();
        pauseButton.enable();
        resumeButton.disable();
        exitButton.disable();

        sw.Start();
        sound.Play();
    }
Exemple #5
0
    public void GamePause()
    {
        Time.timeScale = 0;
        pauseMenu.enable();
        pauseButton.disable();
        resumeButton.enable();
        exitButton.enable();

        sw.Stop();
        sound.Pause();
    }
Exemple #6
0
    void Start()
    {
        new screenSetting().screenSet(1920); //1920*1080
        pauseMenu    = new UiData("picturePause");
        pauseButton  = new ButtonData("pause");
        resumeButton = new ButtonData("resume");
        exitButton   = new ButtonData("exit");

        pauseMenu.disable();
        pauseButton.enable();

        resumeButton.disable();
        exitButton.disable();

        sound      = GameObject.Find("music").GetComponent <AudioSource>();
        sound.clip = Resources.Load <AudioClip>(commonData.path + "/music/" + commonData.musicName) as AudioClip;

        score = GameObject.Find("score").GetComponent <Text>();
        combo = GameObject.Find("combo").GetComponent <Text>();

        commonData.clear();

        pauseMenu.buttonShow.sprite = Resources.Load <Sprite>(commonData.path + "/sprite/background/[1280_720]pauseMenu") as Sprite;
        sound.Play();

        switch (commonData.path[commonData.path.Length - 1])
        {
        case '1':
            score.color = Color.white;
            combo.color = Color.white;
            break;

        case '2':
            score.color = Color.white;
            combo.color = Color.gray;
            break;

        case '3':
            score.color = Color.blue;
            combo.color = Color.blue;
            break;
        }
        sw = new Stopwatch();
        sw.Start();
    }
Exemple #7
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyUp(KeyCode.Escape) || backbutton.isClicked == true)
        {
            if (menu.buttonShow.enabled == true)
            {
                UnityEngine.SceneManagement.SceneManager.LoadScene("startScreen");
            }
            else if (select.buttonShow.enabled == true)
            {
                enableMenu();
                disableSelectmusic();
                disableBack();
            }
            else
            {
                enableSelectmusic();
                disableMusicinfo();
                enableBack();
            }
        }
        if (gameStart.isClicked == true)
        {
            disableMenu();
            enableSelectmusic();
            enableBack();
        }
        else if (music1.isClicked == true)
        {
            Debug.Log("1 clicked");
            stage = 1;
            disableSelectmusic();
            enableMusicinfo();
        }
        else if (music2.isClicked == true)
        {
            Debug.Log("2 clicked");
            stage = 2;
            disableSelectmusic();
            enableMusicinfo();
        }
        else if (music3.isClicked == true)
        {
            stage = 3;
            disableSelectmusic();
            enableMusicinfo();
        }
        else if (left.isClicked == true)
        {
            if (stage != 1)
            {
                stage--;
            }
            left.enable();
        }
        else if (right.isClicked == true)
        {
            if (stage != 3)
            {
                stage++;
            }
            right.enable();
        }
        else if (selectThis.isClicked == true)
        {
            UnityEngine.SceneManagement.SceneManager.LoadScene("inGame");
        }

        if (stage == 1 && stage != preStage)
        {
            preStage                    = stage;
            commonData.path             = "stage/1";
            musicinfo.buttonShow.sprite = Resources.Load <Sprite>("1");
        }
        else if (stage == 2 && stage != preStage)
        {
            preStage                    = stage;
            commonData.path             = "stage/2";
            musicinfo.buttonShow.sprite = Resources.Load <Sprite>("2");
        }
        else if (stage == 3 && stage != preStage)
        {
            preStage                    = stage;
            commonData.path             = "stage/3";
            musicinfo.buttonShow.sprite = Resources.Load <Sprite>("3");
        }
    }
Exemple #8
0
 private void enableBack()
 {
     back.enable();
     backbutton.enable();
 }
    // Start is called before the first frame update
    void Start()
    {
        new screenSetting().screenSet(1920);

        acti1 = new UiData("1000");
        acti2 = new UiData("1100");
        acti3 = new UiData("1110");
        acti4 = new UiData("1111");

        lock2 = new UiData("lock2");
        lock3 = new UiData("lock3");
        lock4 = new UiData("lock4");


        ch1 = new ButtonData("select1");
        ch2 = new ButtonData("select2");
        ch3 = new ButtonData("select3");
        ch4 = new ButtonData("select4");

        acti1.disable();
        acti2.disable();
        acti3.disable();
        acti4.disable();

        lock2.disable();
        lock3.disable();
        lock4.disable();



        ch1.disable();
        ch2.disable();
        ch3.disable();
        ch4.disable();
        if (commonData.Totalscore < 500)
        {
            acti1.enable();
            ch1.enable();

            lock2.enable();
            lock3.enable();
            lock4.enable();
        }
        else if (commonData.Totalscore > 500 && commonData.Totalscore < 1000)
        {
            acti2.enable();
            ch1.enable();
            ch2.enable();

            lock3.enable();
            lock4.enable();
        }
        else if (commonData.Totalscore > 1000 && commonData.Totalscore < 2000)
        {
            acti3.enable();
            ch1.enable();
            ch2.enable();
            ch3.enable();

            lock4.enable();
        }
        else
        {
            acti4.enable();
            ch1.enable();
            ch2.enable();
            ch3.enable();
            ch4.enable();
        }

        switch (commonData.character)
        {
        case "character1":
            t   = check.transform.position;
            t.x = ch1.buttonEnable.gameObject.transform.position.x;
            check.transform.position = t;
            break;

        case "character2":
            t   = check.transform.position;
            t.x = ch2.buttonEnable.gameObject.transform.position.x;
            check.transform.position = t;
            break;

        case "character3":
            t   = check.transform.position;
            t.x = ch3.buttonEnable.gameObject.transform.position.x;
            check.transform.position = t;
            break;

        case "character4":
            t   = check.transform.position;
            t.x = ch4.buttonEnable.gameObject.transform.position.x;
            check.transform.position = t;
            break;
        }

        score.text = "Total Score: " + commonData.Totalscore.ToString();
    }