public void QuitButtonNo() { anim.SetBool("SureQuit", false); anim.SetBool("lockLeftRight", false); rightList.enabled = false; rightList = null; }
public void Option4() //Credits { option = 4; anim.SetFloat("Option", 4f); rightList = menuLists[3]; SelectList(); }
public void Option3() //Controls { option = 3; anim.SetFloat("Option", 3f); rightList = menuLists[2]; SelectList(); }
public void Option2() //settings { option = 2; anim.SetFloat("Option", 2f); rightList = menuLists[1]; SelectList(); }
public void Option1() //Resume { option = 1; anim.SetFloat("Option", 1f); rightList = menuLists[0]; SelectList(); }
private void Awake() { if (active == null) { active = this; } buttons = new ArrayList(); }
void Start() { m_BackgroundMusic = GameObject.Find("Katherine").GetComponent <AudioSource>(); m_Select = GetComponent <SelectOnInput>(); }
public void PlayerTurn() { soi = GetComponent <SelectOnInput>(); Debug.Log("objects:" + soi + atkBtn); soi.selectedObject = atkBtn.gameObject; }
// Update is called once per frame public void Update() { P1prevState = P1state; P2prevState = P2state; P3prevState = P3state; P4prevState = P4state; P1state = GamePad.GetState(PlayerIndex.One); P2state = GamePad.GetState(PlayerIndex.Two); P3state = GamePad.GetState(PlayerIndex.Three); P4state = GamePad.GetState(PlayerIndex.Four); //(P1state.DPad.Right == ButtonState.Pressed && P1prevState.DPad.Right == ButtonState.Released) || (P2state.DPad.Right == ButtonState.Pressed && P2prevState.DPad.Right == ButtonState.Released) || (P3state.DPad.Right == ButtonState.Pressed && P3prevState.DPad.Right == ButtonState.Released) || (P4state.DPad.Right == ButtonState.Pressed && P4prevState.DPad.Right == ButtonState.Released) if (menu == true) { Time.timeScale = 0.0f; } else { Time.timeScale = 1.0f; } if (inputLock == 0) { if ((Input.GetKeyDown(KeyCode.Escape) || (P1state.Buttons.Start == ButtonState.Pressed && P1prevState.Buttons.Start == ButtonState.Released) || (P2state.Buttons.Start == ButtonState.Pressed && P2prevState.Buttons.Start == ButtonState.Released) || (P3state.Buttons.Start == ButtonState.Pressed && P3prevState.Buttons.Start == ButtonState.Released) || (P4state.Buttons.Start == ButtonState.Pressed && P4prevState.Buttons.Start == ButtonState.Released))) { if (!menu) { anim.SetBool("Menu", true); menu = true; anim.SetBool("lockLeftRight", false); rightList = menuLists[0]; } else if (menu) { anim.SetBool("Menu", false); menu = false; anim.SetBool("lockLeftRight", true); rightList.enabled = false; rightList = null; anim.SetBool("SureQuit", false); anim.SetBool("SureMenu", false); } inputLock = inputTimer; } if (inputLock == 0) { if (menu) { if (anim.GetBool("lockLeftRight") == false) { // && P1prevState.ThumbSticks.Left.X < -0.7) ////right //|| (P1state.ThumbSticks.Left.X > 0.3f && P1prevState.ThumbSticks.Left.X < 0.3f) || (P2state.ThumbSticks.Left.X > 0.3f && P2prevState.ThumbSticks.Left.X < 0.3f) || (P3state.ThumbSticks.Left.X > 0.3f && P3prevState.ThumbSticks.Left.X < 0.3f) || (P4state.ThumbSticks.Left.X > 0.3f && P4prevState.ThumbSticks.Left.X < 0.3f) ////left //|| (P1state.ThumbSticks.Left.X < -0.3f && P1prevState.ThumbSticks.Left.X > -0.3f) || (P2state.ThumbSticks.Left.X < -0.3f && P2prevState.ThumbSticks.Left.X > -0.3f) || (P3state.ThumbSticks.Left.X < -0.3f && P3prevState.ThumbSticks.Left.X > -0.3f) || (P4state.ThumbSticks.Left.X < -0.3f && P4prevState.ThumbSticks.Left.X > -0.3f) if ((Input.GetKeyDown(KeyCode.LeftArrow) || (P1state.Buttons.LeftShoulder == ButtonState.Pressed && P1prevState.Buttons.LeftShoulder == ButtonState.Released) || (P2state.Buttons.LeftShoulder == ButtonState.Pressed && P2prevState.Buttons.LeftShoulder == ButtonState.Released) || (P3state.Buttons.LeftShoulder == ButtonState.Pressed && P3prevState.Buttons.LeftShoulder == ButtonState.Released) || (P4state.Buttons.LeftShoulder == ButtonState.Pressed && P4prevState.Buttons.LeftShoulder == ButtonState.Released) || (P1state.DPad.Left == ButtonState.Pressed && P1prevState.DPad.Left == ButtonState.Released) || (P2state.DPad.Left == ButtonState.Pressed && P2prevState.DPad.Left == ButtonState.Released) || (P3state.DPad.Left == ButtonState.Pressed && P3prevState.DPad.Left == ButtonState.Released) || (P4state.DPad.Left == ButtonState.Pressed && P4prevState.DPad.Left == ButtonState.Released) || (P1state.ThumbSticks.Left.X < -0.3f && P1prevState.ThumbSticks.Left.X > -0.3f) || (P2state.ThumbSticks.Left.X < -0.3f && P2prevState.ThumbSticks.Left.X > -0.3f) || (P3state.ThumbSticks.Left.X < -0.3f && P3prevState.ThumbSticks.Left.X > -0.3f) || (P4state.ThumbSticks.Left.X < -0.3f && P4prevState.ThumbSticks.Left.X > -0.3f)) && menu && !open) { anim.SetTrigger("Left"); inputLock = inputTimer; playSound(); } if ((Input.GetKeyDown(KeyCode.RightArrow) || (P1state.Buttons.RightShoulder == ButtonState.Pressed && P1prevState.Buttons.RightShoulder == ButtonState.Released) || (P2state.Buttons.RightShoulder == ButtonState.Pressed && P2prevState.Buttons.RightShoulder == ButtonState.Released) || (P3state.Buttons.RightShoulder == ButtonState.Pressed && P3prevState.Buttons.RightShoulder == ButtonState.Released) || (P4state.Buttons.RightShoulder == ButtonState.Pressed && P4prevState.Buttons.RightShoulder == ButtonState.Released) || (P1state.DPad.Right == ButtonState.Pressed && P1prevState.DPad.Right == ButtonState.Released) || (P2state.DPad.Right == ButtonState.Pressed && P2prevState.DPad.Right == ButtonState.Released) || (P3state.DPad.Right == ButtonState.Pressed && P3prevState.DPad.Right == ButtonState.Released) || (P4state.DPad.Right == ButtonState.Pressed && P4prevState.DPad.Right == ButtonState.Released) || (P1state.ThumbSticks.Left.X > 0.3f && P1prevState.ThumbSticks.Left.X < 0.3f) || (P2state.ThumbSticks.Left.X > 0.3f && P2prevState.ThumbSticks.Left.X < 0.3f) || (P3state.ThumbSticks.Left.X > 0.3f && P3prevState.ThumbSticks.Left.X < 0.3f) || (P4state.ThumbSticks.Left.X > 0.3f && P4prevState.ThumbSticks.Left.X < 0.3f)) && menu && !open) { anim.SetTrigger("Right"); inputLock = inputTimer; playSound(); } } if (inputLock == 0) { if (Input.GetKeyDown(KeyCode.Return) || (P1state.Buttons.A == ButtonState.Pressed && P1prevState.Buttons.A == ButtonState.Released || P2state.Buttons.A == ButtonState.Pressed && P2prevState.Buttons.A == ButtonState.Released || P3state.Buttons.A == ButtonState.Pressed && P3prevState.Buttons.A == ButtonState.Released || P4state.Buttons.A == ButtonState.Pressed && P4prevState.Buttons.A == ButtonState.Released) && menu) { if (!open) { if (option == 1) //Resume { anim.SetBool("Menu", false); menu = false; anim.SetBool("lockLeftRight", true); rightList.enabled = false; rightList = null; anim.SetBool("SureQuit", false); anim.SetBool("SureMenu", false); } if (option == 5) //Back to lobby { anim.SetBool("SureMenu", true); rightList = menuLists[5]; anim.SetBool("lockLeftRight", true); SelectList(); } if (option == 6) //Quit Game { anim.SetBool("SureQuit", true); rightList = menuLists[4]; anim.SetBool("lockLeftRight", true); SelectList(); } } else if (open) { anim.SetBool("Open", false); open = false; } inputLock = inputTimer; } } } } } if (inputLock > 0) { inputLock--; } }