private void SwitchPanel(MainMenuState panel) { switch (panel) { case MainMenuState.Login: loginPanel.gameObject.SetActive(true); registrPanel.gameObject.SetActive(false); bottomPanel.gameObject.SetActive(true); FieldsNullifier(); Message.MessageToUser("Welcome!", MessageKind.Confirm); break; case MainMenuState.Registr: loginPanel.gameObject.SetActive(false); registrPanel.gameObject.SetActive(true); bottomPanel.gameObject.SetActive(false); FieldsNullifier(); Message.MessageToUser("Enter fields", MessageKind.Confirm); break; default: break; } }
private void Update() { switch (transition) { case UITransitionState.EasingIn: timeCounter = Mathf.Clamp01(timeCounter + Time.deltaTime * transitionSpeed); if (timeCounter >= 1) { transition = UITransitionState.Steady; } break; case UITransitionState.EasingOut: timeCounter = Mathf.Clamp01(timeCounter - Time.deltaTime * transitionSpeed); if (timeCounter <= 0) { state = nextState; transition = UITransitionState.EasingIn; return; } break; default: break; } if (Input.GetKeyDown(KeyCode.F5)) { state = MainMenuState.Title; transition = UITransitionState.EasingIn; timeCounter = 0; } }
public LoadingProceedCommandHandler(GameStateMachine gameStateMachine, LoadingState loadingState, MainMenuState mainMenuState) { _gameStateMachine = gameStateMachine; _mainMenuState = mainMenuState; _loadingState = loadingState; }
public IEnumerator UnlockNextWorldNow() { while (menuState != MainMenuState.LevelSelect) { yield return(new WaitForEndOfFrame()); } menuState = MainMenuState.Between; HideLevelSelect(true); yield return(new WaitForSeconds(1.0f)); if (WorldCompleteSound != null) { source.volume = Settings.Current.MasterVolume * Settings.Current.SoundVolume; source.clip = WorldCompleteSound; source.Play(); } if (WorldCompletePrefab != null) { GameObject.Instantiate(WorldCompletePrefab, new Vector3(482.2004f, 248.8504f, -116.0667f), Quaternion.identity); } yield return(new WaitForSeconds(1.0f)); NextWorld(true); menuState = MainMenuState.WorldSelect; }
public override void Update(GameTime gameTime, Input input) { bool keyboardSelect = KeyboardSelect(input); //select with number keys, and don't do it twice if you click if (input.LeftPress && escReminderRect.Contains(input.MousePos)) { Game.EscMenuBool = true; return; } if (!input.Hovered) { int lineNum = optionsBox.LineSelection(input); if (lineNum > -1) { if (input.LeftPress && !keyboardSelect) { Options[lineNum].Execute(); } } } if (State != MainMenuState.Main && input.KeyPress(Keys.Back) && !input.Backed) { State = MainMenuState.Main; input.CaptureBack(); } }
static MetaGame() { var mainMenuState = new MainMenuState(StateMachine, MainGame.Instance); StateMachine.States.Add(mainMenuState); var mainGameState = new MainGameState(StateMachine, MainGame.Instance); StateMachine.States.Add(mainGameState); if (Program.SkipIntro) { StateMachine.AddTransition(new Transition <GameState>("start", null, mainMenuState)); } else { var borneGamesLogoState = new BorneGamesLogoState(StateMachine, MainGame.Instance); var titleState = new TitleState(StateMachine, MainGame.Instance); StateMachine.States.Add(borneGamesLogoState); StateMachine.States.Add(titleState); StateMachine.AddTransition(new Transition <GameState>("start", null, borneGamesLogoState)); StateMachine.AddTransition(new Transition <GameState>("next", borneGamesLogoState, titleState, Mode.PushPop)); StateMachine.AddTransition(new Transition <GameState>("next", titleState, mainMenuState, Mode.PushPop)); } StateMachine.AddTransition(new Transition <GameState>("start", mainMenuState, mainGameState, Mode.PushPop)); StateMachine.AddTransition(new Transition <GameState>("exit", mainMenuState, null)); }
public override void Resume() { if (Managers.Register.PlayTutorialFirst) { this.OptionsList.Add(0, "Comenzar"); this.OptionsList.Add(1, "Opciones"); this.OptionsList.Add(2, "Salir"); } else { this.OptionsList.Add(0, "Continuar"); this.OptionsList.Add(1, "Tutorial"); this.OptionsList.Add(2, "Opciones"); this.OptionsList.Add(3, "Salir"); } this.TotalOptions = (uint)this.OptionsList.Count; using (Dictionary <int, string> .KeyCollection.Enumerator enumerator = this.OptionsList.Keys.GetEnumerator()) { while (enumerator.MoveNext()) { int current = enumerator.Current; MainMenuState mainMenuState = this; string str = mainMenuState.FullText + this.OptionsList[current] + Environment.NewLine; mainMenuState.FullText = str; } } }
protected void Start() { switch (NextStateToLoad) { case MainMenuState.LevelSelect: ShowPageInstant("WorldToLevelSelect", NextStateToLoad); lastWorldSelected = worldSelected; InitLevelSelect(); break; case MainMenuState.WorldSelect: ShowPageInstant("MenuToWorldSelect", NextStateToLoad); InitLevelSelect(); break; case MainMenuState.Menu: ShowPageInstant("TitleToMenu", NextStateToLoad); break; case MainMenuState.Options: ShowPageInstant("MenuToOptions", NextStateToLoad); break; default: StartCoroutine(PlayAnimation(animation, "Title_Intro", false, () => { menuState = MainMenuState.Title; })); break; } }
public override void Enter(params object[] args) { _state = MainMenuState.MainMenu; _characters = Game.Instance.LoadPlayerCharacters(_account.Id); _script.Globals["Characters"] = typeof(List <AiGEntity>); _script.Call(_script.Globals["enter"], _characters, _account.Id); }
public void SetMenuState(MainMenuState state) { mainMenuState = state; switch (mainMenuState) { case MainMenuState.Menu: UnloadLobby(); break; case MainMenuState.HostWaiting: break; case MainMenuState.ClientWaiting: LoadLobby(); waitingScreen.GetComponentInChildren <Text>().text = "Choose your character"; LoadButtons(); break; case MainMenuState.CharacterSelect: waitingScreen.SetActive(true); waitingScreen.GetComponentInChildren <Text>().text = "Choose your character"; LoadButtons(); break; case MainMenuState.InGame: //switch scenes. break; default: break; } }
public StartGameCommandHandler(GameStateMachine gameStateMachine, GameplayState gameplayState, MainMenuState mainMenuState) { _gameStateMachine = gameStateMachine; _gameplayState = gameplayState; _mainMenuState = mainMenuState; }
private void Click(string _text) { if (_text == "Exit") { Application.Quit(); } else if (_text == "StartSingleplayer") { m_animator.SetTrigger("GoToLevelRoom"); m_state = MainMenuState.LEVEL; } else if (_text == "StartMultiplayer") { m_multiplayerMenu.SetActive(true); m_state = MainMenuState.MULTIPLAYER; } if (_text == "Level01") { SceneManager.LoadScene("Level1"); } else if (_text == "Level02") { SceneManager.LoadScene("Level2"); } }
public void StartViewingCompany(int storeNumber, int buildingNumber) { //CloseAllMainMenuStates(true); currentMainMenuState = MainMenuState.viewingCompany; windowController.saveGamesUIGrouping.SaveGameUIOffscreen(); windowController.viewingCompanyUIGrouping.ViewingCompanyOnScreen(storeNumber, buildingNumber); }
public virtual void Init() { ConnectDialogState = new ConnectDialogState(this); EscDialogState = new EscDialogState(this); LoadingDialogState = new LoadingDialogState(this); ModelSelectDialogState = new ModelSelectDialogState(this); MainMenuState = new MainMenuState(this); EscConfirmDialogState = new EscConfirmDialogState(this); UIAdjustDialogState = new UIAdjustDialogState(this); StartupDialogState = new StartupDialogState(this); LevelDialogState = new LevelDialogState(this); UpdateDialogState = new UpdateDialogState(this); DlcDialogState = new DlcDialogState(this); DlcManagerDialogState = new DlcManagerDialogState(this); WorldTemplateDialogState = new WorldTemplateDialogState(this); MainLobbyDialogState = new MainLobbyDialogState(this); RoomOptionDialogState = new CreateRoomDialogState(this); ServerListDialogState = new ServerListDialogState(this); RecordDialogState = new RecordDialogState(this); HostEditDialogState = new HostEditDialogState(this); SettingDialogState = new SettingDialogState(this); LoginDialogState = new LoginDialogState(this); WeaponSelectDialogState = new WeaponSelectDialogState(this); CampSelectDialogState = new CampSelectDialogState(this); MatchDialogState = new MatchDialogState(this); BattleResultDialogState = new BattleResultDialogState(this); SfxDialogState = new SfxDialogState(this); RobotDialogState = new RobotDialogState(this); RoleSelectDialogState = new RoleSelectDialogState(this); WeaponDialogState = new WeaponDialogState(this); }
public void Start() { state = MainMenuState.Main; controller.EnableCustomGestures(Gesture.GestureType.TYPESCREENTAP, true); controller.EnableCustomGestures(Gesture.GestureType.TYPEKEYTAP, true); UpdateButtons(); }
public FSM_GameFlow(int fsmID) : base(fsmID) { // create state //Init InitState state_Init = new InitState((int)GameFlowState_ID.Init); state_Init.Initialize(this, null, () => { }); //MainMenu MainMenuState state_MainMenu = new MainMenuState((int)GameFlowState_ID.MainMenu); state_MainMenu.Initialize(this, null, () => { }); //SelectDiff SelectDifficultyState state_SelectDiff = new SelectDifficultyState((int)GameFlowState_ID.SelectDiff); state_SelectDiff.Initialize(this, null, () => { }); //GamePlaying GamePlayingState state_GamePlaying = new GamePlayingState((int)GameFlowState_ID.GamePlaying); state_GamePlaying.Initialize(this, null, () => { }); //GameOver GameOverState state_GameOver = new GameOverState((int)GameFlowState_ID.GameOver); state_GameOver.Initialize(this, null, () => { }); //ShowScore ShowScoreState state_ShowScore = new ShowScoreState((int)GameFlowState_ID.ShowScore); state_ShowScore.Initialize(this, null, () => { }); }
public void BackToMainMenu() { state = MainMenuState.Main; startGameScene.SetActive(false); classifier = Game.GetClassifier(Game.NothingState()); UpdateButtons(); }
public void LoadGame() { state = MainMenuState.Loading; startGameScene.SetActive(false); loadingScene.SetActive(true); Application.LoadLevel(2); }
void Start() { CurrentSceneStateProperty.Where(css => css != null).Subscribe(css => { if (IsCampaignRunning) { CurrentCampaign.CurrentScene = css; } if (SceneManager != null && SceneManager.TransitionManager != null) { SceneManager.NextScene.Value = css.SceneName; } else { TransitionHelper.LoadScene(css.SceneName); } }).AddTo(this); IsCampaignRunningProperty.Subscribe(running => { if (running) { CurrentCampaign.SessionStarted = DateTime.Now; CurrentSceneState = CurrentCampaign.CurrentScene; } else { CurrentSceneState = new MainMenuState(); } }).AddTo(this); }
private void SetState(MainMenuState state) { this.m_State = state; this.m_StateStartTime = Time.time; this.OnEnterState(state); this.UpdateButtons(true); }
public override void Handle(string command) { switch (_state) { case MainMenuState.MainMenu: if (command == "help" || command == "?") { Game.Instance.SendMessage(_account.Id, "You asked for <#orange>main help<#>."); } else if (command == "money") { Game.Instance.SendMessage(_account.Id, "You asked for <#lightgreen>main $MONEY<#>."); } else if (command == "c") { _connection.RemoveHandler(); _connection.AddHandler <NewCharacterHandler>(); _connection.Handler.Enter(); } else if (command == "p") { _state = MainMenuState.ChoosingCharacter; _script.Call(_script.Globals["printCharacters"]); } break; case MainMenuState.ChoosingCharacter: int idx; if (!int.TryParse(command, out idx)) { if (command == "q") { _state = MainMenuState.MainMenu; _connection.Handler.Enter(); } else { Game.Instance.SendMessage(_account.Id, "Please only enter a number or press \"<#white>q<#>\" to go back."); } break; } AiGEntity chosenCharacter = null; try { chosenCharacter = _characters[idx - 1]; if (chosenCharacter != null) { Game.Instance.SendMessage(_account.Id, $"You chose {chosenCharacter.Name}"); _connection.RemoveHandler(); _connection.AddHandler <GameplayHandler>(); _connection.Handler.Enter(chosenCharacter.Id); } } catch (ArgumentOutOfRangeException) { Game.Instance.SendMessage(_account.Id, "Invalid selection. Please try again."); } break; } }
//////////////////////////////////////////////////////////////////// private void Initialize() { if (mainMenuState != null) { return; } mainMenuState = new MainMenuState(); if (multiplayerState != null) { return; } multiplayerState = new MultiplayerState(); if (trainingState != null) { return; } trainingState = new TrainingState(); if (trainingSettingsState != null) { return; } trainingSettingsState = new TrainingSettingsState(); }
private void Start() { var mainMenuState = new MainMenuState(); var stateMachine = new StateMachine(mainMenuState); StartCoroutine(stateMachine.Execute().GetEnumerator()); }
public Game1() { var graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; ScreenRectangle = new Rectangle(0, 0, 1280, 720); graphics.PreferredBackBufferWidth = ScreenRectangle.Width; graphics.PreferredBackBufferHeight = ScreenRectangle.Height; var gameStateManager = new GameStateManager(this); Components.Add(gameStateManager); this.IsMouseVisible = true; TitleIntroState = new TitleIntroState(this); StartMenuState = new MainMenuState(this); GamePlayState = new GamePlayState(this); ConversationState = new ConversationState(this); BattleState = new BattleState(this); BattleOverState = new BattleOverState(this); DamageState = new DamageState(this); LevelUpState = new LevelUpState(this); // begin game at TitleIntroState gameStateManager.ChangeState((TitleIntroState)TitleIntroState, PlayerIndex.One); CharacterManager = CharacterManager.Instance; }
public void SetState(MainMenuState state) { if (state == curState) { return; } LogMgr.I("AppMgr", "SetState", "状态切换到:" + state, true); preState = curState; StateExit(preState); curState = state; switch (curState) { case MainMenuState.login: LoginPanelTrm.gameObject.SetActive(true); break; case MainMenuState.stage: StagePanelTrm.gameObject.SetActive(true); break; case MainMenuState.nil: break; } }
public void Initialize() { _states = new Dictionary <EGameState, AGameState>(); InitializeState initializeState = new InitializeState(); initializeState.Initialize(EGameState.INITIALIZE); _states.Add(EGameState.INITIALIZE, initializeState); LoadingState loadingState = new LoadingState(); loadingState.Initialize(EGameState.LOADING); _states.Add(EGameState.LOADING, loadingState); MainMenuState mainMenuState = new MainMenuState(); mainMenuState.Initialize(EGameState.MAINMENU); _states.Add(EGameState.MAINMENU, mainMenuState); GameState gameState = new GameState(); gameState.Initialize(EGameState.GAME); _states.Add(EGameState.GAME, gameState); _currentStateType = EGameState.INITIALIZE; CurrentState.EnterState(); }
void SetUpChoosePlayer() { // Set thenumber of players chosen if (selectedPlayerCount == 2) { PlayerPrefs.SetInt("numPlayers", 2); selectedPlayerCount = 2; Debug.Log("Choose 2 players"); teamOneSmall.SetActive(true); teamOneLarge.SetActive(false); teamTwoSmall.SetActive(true); teamTwoLarge.SetActive(false); } else { PlayerPrefs.SetInt("numPlayers", 4); selectedPlayerCount = 4; Debug.Log("Choose 4 players"); teamOneSmall.SetActive(false); teamOneLarge.SetActive(true); teamTwoSmall.SetActive(false); teamTwoLarge.SetActive(true); } // Set the current Menu State currentState = MainMenuState.CHOOSE_PLAYER; mmCamController.MoveToCharacterSelect(); canSelectCharacter = true; }
private static GameState ResolveState(GameStateEnum state, GameController controller, GameState previous) { GameState result; switch (state) { case GameStateEnum.Help: result = new HelpState(controller, previous); break; case GameStateEnum.HighScores: throw new NotImplementedException(); case GameStateEnum.InGame: result = new InGameState(controller, previous); break; case GameStateEnum.MainMenu: result = new MainMenuState(controller, previous); break; case GameStateEnum.MapSelection: throw new NotImplementedException(); case GameStateEnum.PlaceUnits: throw new NotImplementedException(); default: throw new InvalidProgramException("Unreacheable path."); } return(result); }
private void OnSwitch(MainMenuState state) { switch (state) { case MainMenuState.Main: SwitchToMain(); break; case MainMenuState.GameSelection: SwitchToGameSelection(); break; case MainMenuState.LevelSelection: SwitchToLevelSelection(); break; case MainMenuState.Options: SwitchToOptions(); break; case MainMenuState.Credits: SwitchToCredits(); break; case MainMenuState.NewGameWarning: SwitchToNewGameWarning(); break; } }
/// <summary> /// Updates the screen. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { bool signedIntoLive = false; if (Gamer.SignedInGamers.Count > 0) { foreach (SignedInGamer signedInGamer in Gamer.SignedInGamers) { if (signedInGamer.IsSignedInToLive) { signedIntoLive = true; break; } } State = signedIntoLive ? MainMenuState.SignedInLive : MainMenuState.SignedInLocal; } else { State = MainMenuState.SignedOut; } base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); }
public PopMenuState( GameController context ) : base( context ) { this.uiManager = new UIManager(); sub_state = new SubMenuState(context, this, uiManager); main_state = new MainMenuState(context, this, uiManager); this.openSFX = Resources.Load("SFX/OpenMenu") as AudioClip; }
public void ScrollUp() { enumLength = Enum.GetValues( typeof( MainMenuState ) ).Length; int index = (int)mainMenuState; index = (index + enumLength - 1) % enumLength; mainMenuState = (MainMenuState)index; string name = Enum.GetName (typeof(MainMenuState), index); cs.SetScreenText("\n\nGo to "+name+"?"); }
//Constructor public MainMenuScreen(Rectangle viewPort) { this.z_MainScreenPicture1 = null; this.z_MainScreenPicture2 = null; this.z_MainScreenPicture3 = null; this.z_MainScreenPicture4 = null; this.z_MainScreenPicture5 = null; this.z_MainScreenPicture6 = null; this.z_CurrentState = MainMenuState.Missions; this.z_viewPort = viewPort; this.z_isLoaded = false; }
public override void Initialize() { menuBackground = new menuItem(); menuItems = new menuItem[int_NumOfOptions]; for (int i = 0; i < int_NumOfOptions; i++) { menuItems[i] = new menuItem(); } CurrentWorkerState = MainMenuState.NEWGAME; }
void Awake() { Instance = this; mainMenuState = new MainMenuState(this); levelSelectionState = new LevelSelectionState(this); levelGameState = new LevelGameState(this); levelLoseState = new LevelLoseState(this); levelWonState = new LevelWonState(this); levelExitState = new ExitGameState(this); if (!levelManager) { levelManager = LevelsManager.Instance; } }
// Update is called once per frame void Update() { switch (currentState) { case MainMenuState.FadingIn: if (!fadeScript.FadingToClear) { EnableMainButtons(); currentState = MainMenuState.Idle; } break; case MainMenuState.ShowHelp: if(Input.GetButtonDown("Back")) { help.SetActive(false); EnableMainButtons(); } break; case MainMenuState.SelectingPlayers: if (Input.GetButtonDown("Back")) { DisablePlayerSelectionButtons(); playerSelection.SetActive(false); EnableMainButtons(); } break; case MainMenuState.FadingToGame: if(!fadeScript.FadingToColor) { rsc.gameMng.StartNewGame(playersNumber); } break; case MainMenuState.FadingToCredits: if (!fadeScript.FadingToColor) { SceneManager.LoadScene("Credits"); } break; } }
private void UpdateUIForSaveCreationFailed(Exception ex) { State = MainMenuState.Normal; AccumErrors = AccumErrors + "CRITICAL ERROR CREATING ACCOUNT: Reported Error:\r\n" + Utils.GenerateReportFromException(ex) + "\r\n"; if (hasSentErrorEmail) return; new Thread(() => Utils.SendErrorEmail(ex, "Account Creation Error ", "")) { IsBackground = true, Name = "SaveAccCreationErrorReportThread" }.Start(); hasSentErrorEmail = true; }
private void HookUpCreationEvents() { loginScreen.RequestGoBack += () => State = MainMenuState.Normal; loginScreen.StartNewGameForUsernameAndPass += (username, pass) => { if (SaveFileManager.AddUser(username, pass)) { var filePathForLogin = SaveFileManager.GetFilePathForLogin(username, pass); ExitScreen(); resetOS(); if (!Settings.soundDisabled) ScreenManager.playAlertSound(); try { ScreenManager.AddScreen(new OS { SaveGameUserName = filePathForLogin, SaveUserAccountName = username }, ScreenManager.controllingPlayer); } catch (Exception ex) { UpdateUIForSaveCreationFailed(ex); } } else { loginScreen.ResetForNewAccount(); loginScreen.WriteToHistory(" ERROR: Username invalid or already in use."); } }; loginScreen.LoadGameForUserFileAndUsername += (userFile, username) => { ExitScreen(); resetOS(); OS.WillLoadSave = SaveFileManager.StorageMethods[0].FileExists(userFile); var os = new OS(); os.SaveGameUserName = userFile; os.SaveUserAccountName = username; try { ScreenManager.AddScreen(os, ScreenManager.controllingPlayer); } catch (XmlException ex) { UpdateUIForSaveCorruption(userFile, ex); } catch (FormatException ex) { UpdateUIForSaveCorruption(userFile, ex); } catch (NullReferenceException ex) { UpdateUIForSaveCorruption(userFile, ex); } catch (FileNotFoundException ex) { UpdateUIForSaveMissing(userFile, ex); } }; attractModeScreen.Start += () => { try { ExitScreen(); resetOS(); ScreenManager.playAlertSound(); ScreenManager.AddScreen(new OS(), ScreenManager.controllingPlayer); } catch (Exception ex) { Utils.writeToFile("OS Load Error: " + ex + "\n\n" + ex.StackTrace, "crashLog.txt"); } }; }
private void drawMainMenuButtons(bool canRun) { var num1 = 135; int num2; if (Button.doButton(1, 180, num2 = num1 + 65, 450, 50, "New Session", buttonColor) && canRun) { State = MainMenuState.NewUser; loginScreen.ResetForNewAccount(); } int num3; if ( Button.doButton(1102, 180, num3 = num2 + 65, 450, 28, canLoad ? "Continue with account [" + SaveFileManager.LastLoggedInUser.Username + "]" : "No Accounts", canLoad ? buttonColor : Color.Black) && canLoad) loginScreen.LoadGameForUserFileAndUsername(SaveFileManager.LastLoggedInUser.FileUsername, SaveFileManager.LastLoggedInUser.Username); int num4; if (Button.doButton(11, 180, num4 = num3 + 39, 450, 50, "Login", canLoad ? buttonColor : Color.Black)) { if (canLoad) { try { State = MainMenuState.Login; loginScreen.ResetForLogin(); } catch (Exception ex) { Utils.writeToFile("OS Load Error: " + ex + "\n\n" + ex.StackTrace, "crashLog.txt"); } } } int num5; if (Button.doButton(3, 180, num5 = num4 + 65, 450, 50, "Settings", buttonColor)) ScreenManager.AddScreen(new OptionsMenu(), ScreenManager.controllingPlayer); int num6; var y = num6 = num5 + 65; if (Settings.isServerMode) { if (Button.doButton(4, 180, y, 450, 50, "Start Relay Server", buttonColor)) ScreenManager.AddScreen(new ServerScreen(), ScreenManager.controllingPlayer); y += 65; } if (Settings.AllowAdventureMode) { if (Button.doButton(5, 180, y, 450, 50, "Adventure Session", buttonColor)) { ExitScreen(); resetOS(); Settings.IsInAdventureMode = true; if (!Settings.soundDisabled) ScreenManager.playAlertSound(); ScreenManager.AddScreen(new OS(), ScreenManager.controllingPlayer); } y += 65; } if (Button.doButton(15, 180, y, 450, 28, "Exit", exitButtonColor)) { MusicManager.stop(); Game1.threadsExiting = true; Game1.getSingleton().Exit(); } var num7 = y + 30; if (!PlatformAPISettings.RemoteStorageRunning) { TextItem.doFontLabel(new Vector2(180f, num7), "WARNING: Error connecting to Steam Cloud", GuiData.smallfont, Color.DarkRed, float.MaxValue, float.MaxValue); num7 += 20; } if (string.IsNullOrWhiteSpace(AccumErrors)) return; TextItem.doFontLabel(new Vector2(180f, num7), AccumErrors, GuiData.smallfont, Color.DarkRed, float.MaxValue, float.MaxValue); var num8 = num7 + 20; }
// Update is called once per frame void Update() { //Debug.Log("Current Menu State: " + m_MMState); switch(m_MMState) { case MainMenuState.Idle: break; case MainMenuState.ShowMenu: ShowMenuAction(); break; case MainMenuState.Start: StartAction(); break; case MainMenuState.Options: //transform.FindChild("ButtonOptions").GetComponent<ButtonOptions>().SetOptionsWindow(); OptionsAction(); m_MMState = MainMenuState.Idle; break; } m_MMState = MainMenuState.Idle; }
// Use this for initialization void Start() { m_InitalPos = transform.position; m_MMState = (GameManager.isInGame)? MainMenuState.Idle : MainMenuState.ShowMenu; }
public void OnClickHelp() { DisableMainButtons(); help.SetActive(true); currentState = MainMenuState.ShowHelp; }
public void SetMainMenuState(MainMenuState _s) { m_MMState = _s; }
private void UpdateUIForSaveMissing(string saveName, Exception ex) { State = MainMenuState.Normal; AccumErrors = AccumErrors + "ACCOUNT FILE NOT FOUND: Account " + saveName + " appears to be missing. It may have been moved or deleted. Reported Error:\r\n" + Utils.GenerateReportFromException(ex) + "\r\n"; if (hasSentErrorEmail) return; new Thread(() => Utils.SendErrorEmail(ex, "Save Missing ", "")) { IsBackground = true, Name = "SaveMissingErrorReportThread" }.Start(); hasSentErrorEmail = true; }
public static void SetState(MainMenuState newState) { mainMenuState = newState; }
/// <summary> /// Goes to the "next" option /// </summary> private void CycleForward() { if (CurrentWorkerState == MainMenuState.EXIT) { CurrentWorkerState = MainMenuState.NEWGAME; } else { CurrentWorkerState++; } for (int i = 0; i < int_NumOfOptions; i++) { if (i == (int)CurrentWorkerState) { menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Highlight; } else { menuItems[i].t2d_Texture = menuItems[i].t2d_Texture_Original; } } }
public void setCurrentState(MainMenuState newState) { this.z_CurrentState = newState; }
/// <summary> /// Puts the worker state on void /// </summary> public void MenuVoid() { PreviousWorkerState = CurrentWorkerState; CurrentWorkerState = MainMenuState.VOID; }
public void Select2Players() { playersNumber = 2; DisablePlayerSelectionButtons(); currentState = MainMenuState.FadingToGame; fadeScript.StartFadingToColor(); }
// Use this for initialization void Start() { //Let the state machine run and boot into the main menu gameShouldRun = true; MainMenuState menuState = new MainMenuState(); menuState.game = this; stateMachine.Push(menuState); UnityEngine.Debug.Log("Game Started"); }
/// <summary> /// Updates the screen. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { State = MainMenuState.Network; if (_gameplayScreen != null) { if (_gameplayScreen.ScreenState == ScreenState.Dead) { _gameSessionFactory.Dispose(); _gameplayScreen = null; } } base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); }
public void OnClickCredits() { currentState = MainMenuState.FadingToCredits; fadeScript.StartFadingToColor(); }
public void OnClickStart() { if (loadResources.isDone) { rsc.gameMng.StartPreloadingFirstLevel(); DisableMainButtons(); playerSelection.SetActive(true); EnablePlayerSelectionButtons(); currentState = MainMenuState.SelectingPlayers; } }
//Update Method public void update(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState) { //Don't update anything if the MainMenu is not loaded if (!this.z_isLoaded) return; if (previousKeyboardState.IsKeyUp(Keys.Escape) && currentKeyboardState.IsKeyDown(Keys.Escape)) this.z_CurrentState = MainMenuState.Exit; //Implement the other states/input later //Save some lines of code --> //By checking that none of the keys are being held down here if (previousKeyboardState.IsKeyUp(Keys.Up) && previousKeyboardState.IsKeyUp(Keys.Down) && previousKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyUp(Keys.Left)) { switch (this.z_CurrentState) { //If state is Missions, can only move right and down //right is ship state //down is Achievements state case MainMenuState.Missions: { //if player wants to go right if (currentKeyboardState.IsKeyDown(Keys.Right)) { this.z_CurrentState = MainMenuState.Ship; } //if player wants to go down if (currentKeyboardState.IsKeyDown(Keys.Down)) { this.z_CurrentState = MainMenuState.Achievements; } break; } //If state is Ship, can move left, right, and down //left is missions //right is store //down is options case MainMenuState.Ship: { //if player wants to go right if (currentKeyboardState.IsKeyDown(Keys.Right)) this.z_CurrentState = MainMenuState.Store; //if player wants to go down if (currentKeyboardState.IsKeyDown(Keys.Down)) this.z_CurrentState = MainMenuState.Options; //if player wants to go left if (currentKeyboardState.IsKeyDown(Keys.Left)) this.z_CurrentState = MainMenuState.Missions; break; } //If state is Store, can move only left and down //Left is Ship //Down is Back case MainMenuState.Store: { //if player wants to go Left if (currentKeyboardState.IsKeyDown(Keys.Left)) this.z_CurrentState = MainMenuState.Ship; //if player wants to go Down if (currentKeyboardState.IsKeyDown(Keys.Down)) this.z_CurrentState = MainMenuState.Back; break; } //If state is Achievements, can only move up and right //Up is missons //Right is Options case MainMenuState.Achievements: { //if player wants to go right if (currentKeyboardState.IsKeyDown(Keys.Right)) this.z_CurrentState = MainMenuState.Options; //if player wants to go Up if (currentKeyboardState.IsKeyDown(Keys.Up)) this.z_CurrentState = MainMenuState.Missions; break; } //If State is Options, can move left, Up, and right //left is achievements //Up is Ship //Right is Back case MainMenuState.Options: { //if player wants to go Left if (currentKeyboardState.IsKeyDown(Keys.Left)) this.z_CurrentState = MainMenuState.Achievements; //if player wants to go Up if (currentKeyboardState.IsKeyDown(Keys.Up)) this.z_CurrentState = MainMenuState.Ship; //if player wants to go right if (currentKeyboardState.IsKeyDown(Keys.Right)) this.z_CurrentState = MainMenuState.Back; break; } //If state is back, can move left and up //left is Options //Up is Store case MainMenuState.Back: { //if player wants to go Left if (currentKeyboardState.IsKeyDown(Keys.Left)) this.z_CurrentState = MainMenuState.Options; //if player wants to go Up if (currentKeyboardState.IsKeyDown(Keys.Up)) this.z_CurrentState = MainMenuState.Store; break; } default: break; } } }
private void UpdateUIForSaveCorruption(string saveName, Exception ex) { State = MainMenuState.Normal; AccumErrors = AccumErrors + "ACCOUNT FILE CORRUPTION: Account " + saveName + " appears to be corrupted, and will not load. Reported Error:\r\n" + Utils.GenerateReportFromException(ex) + "\r\n"; if (hasSentErrorEmail) return; new Thread(() => Utils.SendErrorEmail(ex, "Save Corruption ", "")) { IsBackground = true, Name = "SaveCorruptErrorReportThread" }.Start(); hasSentErrorEmail = true; }
public void SwitchState(MainMenuState a_state) { menuState = a_state; }
// Use this for initialization void Start() { menuState = MainMenuState.Intro; gunObject = GameObject.Find("GunObject"); mainCam = GameObject.Find("Main Camera"); }
internal static void RunTutorial() { AudioController.ButtonClick3SoundEffectInstance.Play(); mainMenuState = MainMenuState.TUTORIAL; }
void Start() { DisableMainButtons(); currentState = MainMenuState.FadingIn; fadeScript.StartFadingToClear(Color.black, 1f); }
internal static void RightArrowButtonFunction() { AudioController.ButtonClick3SoundEffectInstance.Play(); if (tutorialCounter == mTutorialImages.Length - 1) { GameController.gameState = GameState.MAIN_MENU; mainMenuState = MainMenuState.NONE; tutorialCounter = 0; } else { tutorialCounter++; } }