/// <summary> /// Enables a given menu /// </summary> /// <param name="_menu"></param> public void EnableMenu(MenuActive _menu) { switch (_menu) { case MenuActive.GAME: ActivateUICanvas(false, "GameCanvas"); GameObject.FindGameObjectWithTag("UI/GameCanvas").GetComponent <Canvas>().enabled = true; ActivateChild(GameObject.FindWithTag("UI/GameCanvas"), "", true); menuActive = MenuActive.GAME; break; case MenuActive.MENU: GameObject.FindGameObjectWithTag("UI/MenuCanvas").GetComponent <Canvas>().enabled = true; ActivateUICanvas(false, "MenuCanvas"); menuActive = MenuActive.MENU; break; case MenuActive.RETRY: GameObject.FindGameObjectWithTag("UI/RetryCanvas").GetComponent <Canvas>().enabled = true; ActivateUICanvas(false, "RetryCanvas"); menuActive = MenuActive.RETRY; break; case MenuActive.INVENTORY: GameObject.FindGameObjectWithTag("UI/InventoryCanvas").GetComponent <Canvas>().enabled = true; ActivateUICanvas(false, "InventoryCanvas"); ActivateChild(GameObject.FindWithTag("UI/GameCanvas"), "QuickItem", false); menuActive = MenuActive.INVENTORY; break; } }
void Awake() { if (Instance != null) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); Instance = this; } SetCursorTexture((Texture2D)Resources.Load("UI/cursor")); controllerProfile = ControllerProfile.WASD; menuActive = MenuActive.MENU; customKey = new KeyCode[8]; TogglePlayerMovement = true; navMeshController = GameObject.FindWithTag("Manager/NavMeshManager").GetComponent <NavMeshController>(); projectileManager = GameObject.FindWithTag("Manager/ProjectileManager").GetComponent <ProjectileManager>(); buffManager = GameObject.FindWithTag("Manager/BuffManager").GetComponent <BuffManager>(); _largeProjectile = (GameObject)Resources.Load("Prefabs/LargeProjectile"); _smallProjectile = (GameObject)Resources.Load("Prefabs/SmallProjectile"); _smoke = (GameObject)Resources.Load("Prefabs/Particles/Smoke"); _bot = (GameObject)Resources.Load("Prefabs/Bot"); _blankImage = GameObject.FindWithTag("UI/GameCanvas").transform.FindChild("Blank").GetComponent <Image>(); _shootEffectPrefab = (GameObject)Resources.Load("Prefabs/Particles/ShootEffect"); activeEntities = GameObject.FindWithTag("ActiveEntities"); Player = GameObject.FindGameObjectWithTag("Player"); inventoryManager = new InventoryManager(); AddQuickItemSlotToList(); EnableMenu(MenuActive.MENU); if (EventManager.OnShoot != null) { EventManager.OnShoot(); } }