protected virtual void Start() { canAttack = false; canMove = false; view = GetComponent <PhotonView>(); canvas = GameObject.FindGameObjectWithTag("MenuCanvas").GetComponent <GameCanvas>(); lifelinkParticle = Instantiate(particleLL, transform, true); lifelinkParticle.transform.localPosition = new Vector3(0, -0.2f, 0); if (view.isMine) { pool = GameObject.FindGameObjectWithTag("PrefabPool").GetComponent <PrefabPool>(); cam.SetActive(true); canvasPlayer.gameObject.SetActive(true); menu = Instantiate(escMenuPrefab).GetComponent <EscMenu>(); menu.gameObject.transform.SetParent(canvasPlayer.transform, false); menu.gameObject.SetActive(false); menu.p = this; string val = "0/" + maxUltCharges.ToString(); canvas.GetComponent <PhotonView>().RPC("RPC_SetStats", PhotonTargets.All, 3, val, teamOn, playerNum); try { grabHitbox.gameObject.SetActive(true); grabHitbox.teamOn = teamOn; } catch { //must be Bunt. } } }
// Use this for initialization void Start() { //menu = GameObject.Find("Corps").GetComponent<EscMenu>(); menu = GameObject.FindGameObjectWithTag("Joueur").GetComponent <EscMenu>(); MainCanvas = GameObject.Find("PauseMenu"); //OptionsCanvas = GameObject.Find("OptionsMenu"); }
private void Start() { pressXText_Left.enabled = false; pressXText_Middle.enabled = false; pressXText_Right.enabled = false; instance = this; escMenu.gameObject.SetActive(false); }
/// <summary> /// Escキーでメニュー表示 /// </summary> public void Display_menu_screen_in_escape_key() { if (Input.GetKeyDown(KeyCode.Escape)) { if (escMenu == null) { escMenu = Instantiate(esc_Menu_Prefab, canvasTran, false); } else { Time.timeScale = 1; Destroy(escMenu.gameObject); } } }
private void LoadAllContent() { Logging.WriteLine("Loading content..."); Gfx.Load(Content); MainMenu.LoadContent(); EscMenu.LoadContent(); FpsCounter.LoadContent(); NewGame.LoadContent(); ResizeWindow(this, null); SetState(GameState.MainMenu); Logging.WriteLine("Content loaded"); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Gfx.BackgroundColor); var mousePos = input.MousePos; Cursor.Reset(); Gfx.SamplerState = SamplerState.AnisotropicClamp; Gfx.BeginSpriteBatch(); if (EscMenuBool) { EscMenu.Draw(gameTime, mousePos); } else { switch (State) { case GameState.MainMenu: MainMenu.Draw(gameTime, mousePos); break; case GameState.Loading: LoadingScreen.Draw(gameTime, mousePos); break; case GameState.InGame: Gfx.SpriteBatch.DrawString(Gfx.Fonts.SmallFont, "Hello World.", new Vector2(3, 0), Gfx.CgccGreen); break; case GameState.NewGame: NewGame.Draw(gameTime, mousePos); break; default: throw new ArgumentOutOfRangeException(nameof(State), State + " is an invalid state"); } } FpsCounter.Draw(gameTime, mousePos); Cursor.Draw(mousePos); Gfx.SpriteBatch.End(); base.Draw(gameTime); }
void Awake() { if (Instance != null) { Debug.LogError("UiManager:Awake: Attempting to make a second UiManager"); return; } Instance = this; titleScreen = GameObject.FindWithTag("TitleScreen"); title = GameObject.FindWithTag("Title"); mainMenu = GameObject.FindGameObjectWithTag("Main Menu"); lobby = GameObject.FindGameObjectWithTag("Lobby"); startGameButton = GameObject.FindObjectOfType <StartGameButton>().gameObject; readyToggleButton = FindObjectOfType <ReadyButton>().gameObject; randomParasiteToggleButton = FindObjectOfType <RandomParasiteButton>().gameObject; returnToMenuPanel = FindObjectOfType <ReturnToMenuButton>().transform.parent.gameObject; someoneLeftPanel = FindObjectOfType <SomeoneLeftButton>().transform.parent.gameObject; escMenu = FindObjectOfType <EscMenu>(); foreach (CharacterSelectButton selectButton in FindObjectsOfType <CharacterSelectButton>()) { if (selectButton.characterType == CharacterType.Parasite) { selectParasiteButton = selectButton.gameObject; } else if (selectButton.characterType == CharacterType.Hunter) { selectHunterButton = selectButton.gameObject; } } orbUiManager = FindObjectOfType <OrbUiManager>(); minimap = FindObjectOfType <Minimap>(); mainMenu.SetActive(false); lobby.SetActive(false); startGameButton.SetActive(false); readyToggleButton.SetActive(false); randomParasiteToggleButton.SetActive(false); returnToMenuPanel.SetActive(false); someoneLeftPanel.SetActive(false); DeactivateControls(); DeactivateMutations(); InitializeColourMap(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Logging.WriteLine("Initializing..."); // TODO: Add your initialization logic here //this.Components.Add(new DrawableGameComponent(this)); MainMenu = new MainMenu(); EscMenu = new EscMenu(); FpsCounter = new FpsCounter(); NewGame = new NewGame(); base.Initialize(); Logging.WriteLine("Initialized."); Logging.WriteLine(Logging.Level.Info); var loadThread = new Thread(LoadAllContent); LoadingScreen = new LoadingScreen(null, loadThread, Gfx.Fonts.MediumFont, "Loading Graphics"); SetState(GameState.Loading); loadThread.Start(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { input.Update(gameTime, IsActive); if (input.Ctrl && input.Shift && input.KeyPress(Keys.B)) { Logging.WriteLine(Logging.Level.Info, "Break Point"); } if (input.KeyPress(Keys.Escape) && Gfx.Loaded) { EscMenuBool = !EscMenuBool; } //Fullscreen if (input.KeyPress(Keys.F11)) { if (!Graphics.IsFullScreen) { fullscreenPrevHeight = GraphicsDevice.Viewport.Height; fullscreenPrevWidth = GraphicsDevice.Viewport.Width; Graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; Graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; } else { Graphics.PreferredBackBufferHeight = fullscreenPrevHeight; Graphics.PreferredBackBufferWidth = fullscreenPrevWidth; } Graphics.ToggleFullScreen(); } FpsCounter.Update(gameTime, input); if (EscMenuBool) { EscMenu.Update(gameTime, input); } else { switch (State) { case GameState.MainMenu: MainMenu.Update(gameTime, input); break; case GameState.Loading: LoadingScreen.Update(gameTime, input); break; case GameState.InGame: break; case GameState.NewGame: NewGame.Update(gameTime, input); break; default: throw new ArgumentOutOfRangeException(nameof(State), State + " is not a valid game state"); } } base.Update(gameTime); }