public void OnGUI () { if (!inited) { InitSoomlaEditorData(); } EditorGUILayout.BeginHorizontal(); { if (GUILayout.Toggle(screenNumber == screens.goods, "Goods", EditorStyles.toolbarButton)) screenNumber = screens.goods; if (GUILayout.Toggle(screenNumber == screens.currencies, "Currencies", EditorStyles.toolbarButton)) screenNumber = screens.currencies; if (GUILayout.Toggle(screenNumber == screens.currencyPacks, "Currency Packs", EditorStyles.toolbarButton)) screenNumber = screens.currencyPacks; // if (GUILayout.Toggle(screenNumber == screens.categories, "Categories", EditorStyles.toolbarButton)) // { // screenNumber = screens.categories; // } } EditorGUILayout.EndHorizontal(); if(editorData != null) this.ShowData(); else InitSoomlaEditorData(); }
public void ShowRoom(int number) { disableAcive (); things [number].SetActive (true); Debug.LogError ("swiched room"); current = (screens)number; //things [(int)current].GetComponent<MenuScreen> ().StartScreen (); things[(int)(current)].SendMessage("StartScreen"); }
public void Update(GameObjects gameObjects) { switch (screen) { case screens.Screen1: foreach (GUIElement element in Screen1) { element.Update(gameObjects); } break; case screens.Screen2: foreach (GUIElement element in Screen2) { element.Update(gameObjects); } break; case screens.Attack: foreach (GUIElement element in Attack) { element.Update(gameObjects); } break; case screens.DetailBunny: foreach (GUIElement element in detailBunny) { element.Update(gameObjects); } break; default: break; } if (screen == screens.Screen2 || screen == screens.Screen1) { if (gameObjects.touchInput.swippedLeft) { screen = screens.Screen2; } if (gameObjects.touchInput.swippedRight) { screen = screens.Screen1; } } }
private void addModesDisplaying(screens scr) { displayingIndex = EditorGUILayout.Popup(displayingIndex, displayingModes, GUILayout.Width(30)); if (displayingIndex == 0) { displayingIndex = 0; } else if (displayingIndex == 1) { editorData.expandAll((int)scr); } else if (displayingIndex == 2) { editorData.collapseAll((int)scr); } displayingIndex = 0; }
public void OnClick(string element) { if (element == "Cross-Screen/X" && screen == screens.Attack) { screen = screens.Screen2; Console.WriteLine("Exit x @ attack"); } else if (element == "Cross-Screen/X" && screen == screens.DetailBunny) { screen = screens.Attack; } else if (element == "Cross-Screen/X") { screen = screens.Exit; Console.WriteLine("Exit x"); } if (element == "Cross-Screen/upgrade") { Console.WriteLine("Upgrade @ Barrack"); } if (element == "barracks/attack") { Console.WriteLine("Attack !!!"); screen = screens.Attack; } if (element == "barracks/target") { Console.WriteLine("Target !!!"); } if (element == "barracks/Defense") { Console.WriteLine("Defense"); } if (element == "Attack/evil-bunny") { screen = screens.DetailBunny; } }
//switching the screens, call handler for it. public void switchScreenTo(screens to) { currentScreen = to; switch (to) { case screens.title: titleSwitchHandler(); break; case screens.gamePaused: pauseEventHandler(); break; case screens.characterSelect: characterSelectSwitchHandler(); break; default: break; } switchScreenHandler(to); }
public void OnGUI() { if (!inited) { InitSoomlaEditorData(); } EditorGUILayout.BeginHorizontal(); { if (GUILayout.Toggle(screenNumber == screens.goods, "Goods", EditorStyles.toolbarButton)) { screenNumber = screens.goods; } if (GUILayout.Toggle(screenNumber == screens.currencies, "Currencies", EditorStyles.toolbarButton)) { screenNumber = screens.currencies; } if (GUILayout.Toggle(screenNumber == screens.currencyPacks, "Currency Packs", EditorStyles.toolbarButton)) { screenNumber = screens.currencyPacks; } // if (GUILayout.Toggle(screenNumber == screens.categories, "Categories", EditorStyles.toolbarButton)) // { // screenNumber = screens.categories; // } } EditorGUILayout.EndHorizontal(); if (editorData != null) { this.ShowData(); } else { InitSoomlaEditorData(); } }
public static void Prepare(GraphicsDevice device, Main main, Transition transition, screens from, screens to) { //Cannot go to or from a transitioning screen with a transition. if (from == screens.transitioning || to == screens.transitioning) { return; } transitionTarget = to; transitioningMain = main; current = transition; current.currentMSTime = 0; main.drawFrameToRenderTarget(from, RenderTargetManager.transitionBeforeFrame); main.drawFrameToRenderTarget(to, RenderTargetManager.transitionAfterFrame); //Save the render targets beforeFrame = RenderTargetManager.transitionBeforeFrame; afterFrame = RenderTargetManager.transitionAfterFrame; setupCompleted = true; }
/// <summary> /// Draws a frame of the game to a rendertarget. /// </summary> /// <param name="screen"></param> /// <param name="target"></param> public void drawFrameToRenderTarget(screens screen, RenderTarget2D target) { //save information & set to values screens pastScreen = currentScreen; currentScreen = screen; bool cursorShown = isCursorDrawn; isCursorDrawn = false; bool controllerCursorShown = isPsuedoCursorDrawn; isPsuedoCursorDrawn = false; //Set to provided target and draw. RenderTargetManager.setRenderTarget(target); Draw(lastDrawTime); //Reset graphics device. RenderTargetManager.unsetRenderTarget(); //Reset screen and cursor. currentScreen = pastScreen; isCursorDrawn = cursorShown; isPsuedoCursorDrawn = controllerCursorShown; }
/** * Date: May 15, 2017 * Author: Jacob Frank * Interface: void deactivateScreen(screens screen) * Description: * Deactivates a specified Screen within the Unity Scene by: * 1) Deactivating any buttons to enable gaze input * 3) Disabling the camera's visible layer * * Method needs to be updated when new screens are created: * 1) Add screen to switch statement * 2) Deactivate buttons in screen * 4) Change the camera's visible layers - call deactivateVisibleLayer() * * Revision: * Jacob Frank (May 16, 2017) * Added error checking for null screen objects * Jacob Frank (May 17, 2017) * Seperated out repeating code to individual functions */ public void deactivateScreen(screens screen) { switch (screen) { case screens.mainMenuScreen: if (mainMenuScrn != null) { mainMenuScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); mainMenuScrn.transform.GetChild(1).transform.Find(TUTORIAL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); mainMenuScrn.transform.GetChild(1).transform.Find(LEVEL_SELECT_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deactivateVisibleLayer(MAIN_MENU_LAYER); } break; case screens.levelSelectScreen: if (levelSelectScrn != null) { levelSelectScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_ONE_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_TWO_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_THREE_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_FOUR_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deactivateVisibleLayer(LEVEL_SELECT_LAYER); } break; case screens.tutorialScreen: if (tutorialScrn != null) { tutorialScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); tutorialScrn.transform.GetChild(1).transform.Find(NEXT_INSTRUCTION_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); tutorialScrn.transform.GetChild(1).transform.Find(PREVIOUS_INSTRUCTION_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); tutorialScrn.transform.GetChild(1).transform.Find(BACK_TO_MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deactivateVisibleLayer(TUTORIAL_LAYER); } break; case screens.gameplayScreen: if (gameplayScrn != null) { camera.transform.Find("GvrReticlePointer").GetComponent <MeshRenderer>().enabled = true; HudCamera = GameObject.FindWithTag(HUD_CAMERA_TAG).GetComponent <Camera>(); HudCamera.enabled = false; deactivateVisibleLayer(GAMEPLAY_LAYER); deactivateVisibleLayer(HUD_LAYER); } break; case screens.victoryScreen: if (victoryScrn != null) { victoryScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); victoryScrn.transform.GetChild(1).transform.Find(REPLAY_LEVEL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); victoryScrn.transform.GetChild(1).transform.Find(MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deactivateVisibleLayer(VICTORY_LAYER); } break; case screens.deathScreen: if (deathScrn != null) { deathScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deathScrn.transform.GetChild(1).transform.Find(REPLAY_LEVEL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deathScrn.transform.GetChild(1).transform.Find(MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(false); deactivateVisibleLayer(DEATH_LAYER); } break; default: break; } }
/** * Date: May 15, 2017 * Author: Jacob Frank * Interface: void activateScreen(screens screen) * Description: * Activates a specified Screen within the Unity Scene by: * 1) Activating any buttons to enable gaze input * 2) Changing the camera's position to view the screen * 3) Changing the camera's visible layers * * Method needs to be updated when new screens are created: * 1) Add screen to switch statement * 2) Activate buttons in screen * 3) Change the camera's position * 4) Change the camera's visible layers - call activateVisibleLayer() * * Revision: * Jacob Frank (May 16, 2017) * Added error checking for null screen objects * Jacob Frank (May 17, 2017) * Seperated out repeating code to individual functions */ public void activateScreen(screens screen) { switch (screen) { case screens.mainMenuScreen: if (mainMenuScrn != null) { mainMenuScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); mainMenuScrn.transform.GetChild(1).transform.Find(TUTORIAL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); mainMenuScrn.transform.GetChild(1).transform.Find(LEVEL_SELECT_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); cameraPosition.transform.position = mainMenuScrn.transform.GetChild(2).transform.position; activateVisibleLayer(MAIN_MENU_LAYER); } break; case screens.levelSelectScreen: if (levelSelectScrn != null) { levelSelectScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_ONE_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_TWO_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_THREE_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); levelSelectScrn.transform.GetChild(1).transform.Find(LEVEL_FOUR_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); cameraPosition.transform.position = levelSelectScrn.transform.GetChild(2).transform.position; activateVisibleLayer(LEVEL_SELECT_LAYER); } break; case screens.tutorialScreen: if (tutorialScrn != null) { tutorialScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); tutorialScrn.transform.GetChild(1).transform.Find(NEXT_INSTRUCTION_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); tutorialScrn.transform.GetChild(1).transform.Find(BACK_TO_MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); cameraPosition.transform.position = tutorialScrn.transform.GetChild(2).transform.position; activateVisibleLayer(TUTORIAL_LAYER); } break; case screens.gameplayScreen: if (gameplayScrn != null) { //cameraPosition.transform.position = gameplayScrn.transform.GetChild(2).transform.position; playerModel.transform.position = gameplayScrn.transform.GetChild(2).transform.position; camera.transform.Find("GvrReticlePointer").GetComponent <MeshRenderer>().enabled = false; //Disable teh reticle during gameplay HudCamera = GameObject.FindWithTag(HUD_CAMERA_TAG).GetComponent <Camera>(); HudCamera.enabled = true; activateVisibleLayer(GAMEPLAY_LAYER); activateVisibleLayer(HUD_LAYER); } break; case screens.victoryScreen: if (victoryScrn != null) { victoryScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); victoryScrn.transform.GetChild(1).transform.Find(REPLAY_LEVEL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); victoryScrn.transform.GetChild(1).transform.Find(MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); pmScript = (playerMovement)GameObject.FindWithTag("Player").transform.GetChild(0).gameObject.GetComponent(typeof(playerMovement)); scoreText = victoryScrn.transform.GetChild(0).transform.Find("Front Wall").transform.GetChild(0).transform.GetComponentInChildren(typeof(TextMesh)) as TextMesh; scoreText.text = "Score: " + pmScript.getFinalScore(); //cameraPosition.transform.position = victoryScrn.transform.GetChild(2).transform.position; playerModel.transform.position = victoryScrn.transform.GetChild(2).transform.position; activateVisibleLayer(VICTORY_LAYER); } break; case screens.deathScreen: if (deathScrn != null) { deathScrn.transform.GetChild(1).transform.Find(CALIBRATE_CAMERA_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); deathScrn.transform.GetChild(1).transform.Find(REPLAY_LEVEL_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); deathScrn.transform.GetChild(1).transform.Find(MAIN_MENU_BUTTON_NAME).GetComponent <ButtonInteraction>().setActive(true); playerModel.transform.position = deathScrn.transform.GetChild(2).transform.position; activateVisibleLayer(DEATH_LAYER); } break; default: break; } }
public static void SetupAndBegin(GraphicsDevice device, Main main, Transition transition, screens from, screens to) { Prepare(device, main, transition, from, to); Begin(); }
private void addModesDisplaying(screens scr) { displayingIndex = EditorGUILayout.Popup (displayingIndex, displayingModes, GUILayout.Width(30)); if (displayingIndex == 0) { displayingIndex = 0; } else if (displayingIndex == 1) { editorData.expandAll((int)scr); } else if (displayingIndex == 2) { editorData.collapseAll((int)scr); } displayingIndex = 0; }
public void ShowRoom(screens screen) { ShowRoom ((int)screen); }