public override void OnUpdate()
        {
            //Tracking menu state
            menuState = MenuState.GetState();

            //If menu changes
            if (menuState != oldMenuState)
            {
                //Updating state
                oldMenuState = menuState;

                //Put stuff to do when a menu change triggers here

                //Doing this in an effort to call this the less often possible.
                //It doesn't work at boot so going it at a menu change is reasonable I guess
                starThresholds = UnityEngine.Object.FindObjectOfType <StarThresholds>();
            }
        }
Exemple #2
0
    void Start()
    {
        ministars      = GameObject.FindGameObjectsWithTag("Ministars");
        rewindsDisplay = transform.Find("Rewinds").GetComponent <TextMeshProUGUI>();
        timerDisplay   = transform.Find("Timer").GetComponent <TextMeshProUGUI>();
        audioManager   = GameObject.Find("Audio Manager").GetComponent <AudioManager>();
        restartPrompt  = transform.Find("RestartPrompt").gameObject;
        restartPrompt.SetActive(false);
        instructions = transform.Find("Instructions").gameObject;
        instructions.SetActive(false);
        pauseMenu = transform.Find("Pause Menu").gameObject;
        pauseMenu.SetActive(false);
        clearedPopup     = transform.Find("Cleared Popup").gameObject;
        clearedStats     = clearedPopup.transform.Find("Stats").GetComponent <TextMeshProUGUI>();
        clearedHighscore = clearedPopup.transform.Find("Highscore").GetComponent <TextMeshProUGUI>();
        clearedPopup.SetActive(false);
        levelSelectPopup = transform.Find("Level Select").gameObject;
        levelSelectPopup.SetActive(false);
        sceneName      = SceneManager.GetActiveScene().name;
        starThresholds = GameObject.Find("StarThresholds").GetComponent <StarThresholds>();

        currentLevel        = levelOrder.IndexOf(SceneManager.GetActiveScene().name);
        currentLevelDisplay = transform.Find("Current Level").GetComponent <TextMeshProUGUI>();

        if (currentLevel <= 4)
        {
            currentLevelDisplay.text = "Level: Easy " + (currentLevel + 1);
        }
        else if (currentLevel <= 9)
        {
            currentLevelDisplay.text = "Level: Medium " + (currentLevel % 5 + 1);
        }
        else
        {
            currentLevelDisplay.text = "Level: Hard " + (currentLevel % 5 + 1);
        }
        UpdateAllLevelMinistars();
    }