public void MultiPlayer()
 {
     CharacterStoredInfo.instance.singlePlayer = false;
     Invoke("SetCharSelectionActive", 0.5f);
     Canvas_Start.SetActive(false);
     Canvas_Options.SetActive(false);
     Canvas_CharacterSelection.SetActive(true);
 }
    public void Select_Credits()
    {
        Canvas_Credits.SetActive(true);

        Canvas_Start.SetActive(false);
        Canvas_Options.SetActive(false);
        Canvas_HowToPlay.SetActive(false);
    }
Esempio n. 3
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 public void RestartMenus()
 {
     Canvas_Start.SetActive(false);
     Canvas_Options.SetActive(false);
     Canvas_HowToPlay.SetActive(false);
     Canvas_CharacterSelection.SetActive(false);
     SceneManager.LoadScene("MainMenu");
 }
 public void Select_SinglePlayer()
 {
     P1.GetComponent <CharacterSelection>().playersSelected = true;
     P2.GetComponent <CharacterSelection>().playersSelected = true;
     CharacterStoredInfo.instance.singlePlayer = true;
     Canvas_Start.SetActive(false);
     Canvas_Options.SetActive(false);
     SceneManager.LoadScene("Chapters&Levels");
 }
 // Start is called before the first frame update
 void Start()
 {
     Canvas_Start.SetActive(true);
     Canvas_Options.SetActive(false);
     Canvas_HowToPlay.SetActive(false);
     Canvas_Credits.SetActive(false);
     Canvas_CharacterSelection.SetActive(false);
     CharacterStoredInfo.instance.night = 0;
     CharacterStoredInfo.instance.day   = 0;
 }