Inheritance: MonoBehaviour
Esempio n. 1
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        /// <summary>
        /// The set current scene.
        /// </summary>
        /// <param name="scene">
        /// The scene.
        /// </param>
        public static void SetCurrentScene(Scene scene)
        {
            if (scenes.Contains(scene) && !scene.Visible)
            {
                // want to be able to have multiple transparent scenes overlaid on the nontransparent scene
                if (!scene.Transparent)
                {
                    foreach (Scene visibleScene in GetVisibleScenes())
                    {
                        visibleScene.Visible = false;
                    }
                }

                scene.Visible = true;

                if (scene.MainGameScene)
                {
                    var ingameMenu = new InGameMenu(scene.Game);
                    ingameMenu.Initialize();
                    AddScene(ingameMenu);
                }
                else if (!(scene is InGameMenu))
                {
                    scenes.Remove((from s in scenes where s is InGameMenu select s).FirstOrDefault());
                }
            }
        }
Esempio n. 2
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 // Start is called before the first frame update
 protected virtual void Start()
 {
     rigidbody   = transform.GetComponent <Rigidbody2D>();
     boxCollider = transform.GetComponent <BoxCollider2D>();
     anim        = GetComponent <Animator>();
     inGameMenu  = InGameMenu.transform.GetComponent <InGameMenu>();
 }
Esempio n. 3
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    private void InitializeLevel()
    {
        if (!doNotRemoveAssetsWithTag)
        {
            //  Remove all assets with Player tag.
            for (int i = 0; i < removeAssetsWithTag.Length; i++)
            {
                RemoveAssetsWithTag(removeAssetsWithTag[i], true);
            }
            ////  Removes all assets with StripGameObjectFromBuild from build.
            StripGameObjectsFromBuild();
        }


        //  Initialize any game data.
        gameData.InitializeGameData();

        //  Instantiate the UI.
        if (gameData.InGameMenu)
        {
            inGameMenu = Instantiate(gameData.InGameMenu);
        }
        else
        {
            Debug.Log("No IngameMenu.");
        }


        //  Spawn Player.
        InitializePlayer(true);
        //  Spawn Camera.
        //InitializeCamera(playerInstance);
    }
 private void Start()
 {
     CorrectWorkingState();
     inGameMenu = InGameMenu.instance;
     objectList = new Dictionary <int, int>();
     isCrafting = false;
 }
Esempio n. 5
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    public void Load()
    {
        GUIPanel.Pannels.Clear();

        InventoryWindow = new InventoryScreen();
        InventoryWindow.Init();

        SkillScreen = new CharcterScreen();
        SkillScreen.Init();

        StatusWindow = new PlayerStatus();
        StatusWindow.Init();

        Selector = new TargetSelection();
        Selector.Init();
        Selector.Enabled = false;

        Loot = new LootScreen();
        Loot.Init();
        Loot.Enabled = false;

        GameMenu = new InGameMenu();
        GameMenu.Init();
        GameMenu.Enabled = false;
        InMenu           = false;

        SetPlayer(GameState.Instance.PlayerObject);
    }
Esempio n. 6
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 void Start()
 {
     pointScript  = FindObjectOfType <PointScript>();
     soundManager = FindObjectOfType <SoundManagerScript>();
     menu         = FindObjectOfType <InGameMenu>();
     gunScript    = FindObjectOfType <GunController>();
 }
Esempio n. 7
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 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Esempio n. 8
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 private void Start()
 {
     CorrectWorkingState();
     inGameMenu         = InGameMenu.instance;
     generationPrefab   = null;
     generationPrefabID = 0;
 }
Esempio n. 9
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    void Awake()
    {
        // Do any general system initialization stuff here.
        igm = GetComponent<InGameMenu>();

        SetState(State.SetupNewGame);
    }
 void toggleInGameMenu()
 {
     //in-Game Menu code -- EXTRACT METHOD
     //this block of code expands the menu screen
     //  LayerMask.GetMask ("Shootable"))) {
     if (Application.loadedLevelName == "Level 01")
     {
         RaycastHit hit;
         Ray        ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
         if (Physics.Raycast(ray, out hit, 100f, LayerMask.GetMask("InGameMenu")))
         {
             InGameMenu ingamemenu_temp = hit.collider.GetComponent <InGameMenu> ();
             if (Application.loadedLevelName == "Level 01")
             {
                 if (ingamemenu_temp)
                 {
                     Debug.Log("HIT WAS SUCCESFULL");
                     ingamemenu.expand = true;
                 }
             }
         }
         else
         {
             ingamemenu.expand = false;
         }
     }
 }
Esempio n. 11
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    public void Load()
    {
        GUIPanel.Pannels.Clear();

        InventoryWindow = new InventoryScreen();
        InventoryWindow.Init();

        SkillScreen = new CharcterScreen();
        SkillScreen.Init();

        StatusWindow = new PlayerStatus();
        StatusWindow.Init();

        Selector = new TargetSelection();
        Selector.Init();
        Selector.Enabled = false;

        Loot = new LootScreen();
        Loot.Init();
        Loot.Enabled = false;

        GameMenu = new InGameMenu();
        GameMenu.Init();
        GameMenu.Enabled = false;
        InMenu = false;

        SetPlayer(GameState.Instance.PlayerObject);
    }
Esempio n. 12
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        public InGameMenuWiring(ScriptClient client, InGameMenu inGameMenu, ExitMenu exitMenu, WaitScreen waitScreen, Login.Login login, CharacterList characterList, LeaveGameSender leaveMsgSender)
        {
            inGameMenu.BackToMainMenu += sender =>
            {
                leaveMsgSender.SendLeaveGameMessage();
                waitScreen.Message = "Lade Charakterliste...";
                waitScreen.Open();
                sender.Close();
                characterList.RefreshFromServer();
            };


            inGameMenu.BackToLoginSelected += sender =>
            {
                sender.Close();
                waitScreen.Message = "Logout läuft...";
                waitScreen.Open();
                login.StartLogout();
            };


            inGameMenu.ExitGameSelected += sender =>
            {
                sender.Close();
                exitMenu.Open();
            };

            inGameMenu.OnEscape += sender => sender.Close();
        }
Esempio n. 13
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         InGameMenu.Show();
     }
 }
Esempio n. 14
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    void Awake()
    {
        mainFSM = new FiniteStateMachine<State>();
        mainFSM.AddTransition(State.Initialize, State.SetupNewGame, null, InitializeNewGame, OnSettingUpNewGame);
        mainFSM.AddTransition(State.SetupNewGame, State.Game, null, () => StartCoroutine(InitializeGameLogicStuff()), null);
        mainFSM.AddTransition(State.Game, State.GameOver, OnGameIsOver);
        mainFSM.AddTransition(State.GameOver, State.Restart, null);
        mainFSM.AddTransition(State.Restart, State.SetupNewGame, null, InitializeNewGame, null);
        mainFSM.AddTransition(State.Restart, State.Quit, null);
        mainFSM.StateChanged += (object s, EventArgs e) => {
            Debug.Log("state: " + mainFSM.CurrentState.ToString() + " | game state: " + gameFSM.CurrentState.ToString());
        };

        gameFSM = new FiniteStateMachine<GameState>();
        gameFSM.AddTransition(GameState.Idle, GameState.InGameMenu, OnInGameMenuOpened);
        gameFSM.AddTransition(GameState.InGameMenu, GameState.Idle, OnInGameMenuClosed);
        gameFSM.StateChanged += (object s, EventArgs e) => {
            Debug.Log("state: " + mainFSM.CurrentState.ToString() + " | game state: " + gameFSM.CurrentState.ToString());
        };

        GameIsOver += (object s, EventArgs e) => { Debug.Log("oh no!"); };
        InGameMenuOpened += (object s, EventArgs e) => { Time.timeScale = 0f; Debug.Log("PAUSED"); };
        InGameMenuClosed += (object s, EventArgs e) => { Time.timeScale = 1f; Debug.Log("UNPAUSED"); };

        igm = GetComponent<InGameMenu>();
        mainFSM.ChangeState(State.SetupNewGame);
    }
Esempio n. 15
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 public void AtivarGameOver()
 {
     PauseMenu.SetActive(false);
     InGameMenu.SetActive(false);
     GameOver.SetActive(true);
     Time.timeScale = 0;
 }
Esempio n. 16
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 public override void Inputs_CANCEL()
 {
     base.Inputs_CANCEL();
     State = MainMenuStates.InGameMenu;
     InGameMenu.ReInit();
     fade = 0;
 }
Esempio n. 17
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    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }
        // Array of menu item control names.
        menuOptions = new Dictionary <String, Vector3>();

        float anchorMinYLeft = selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMin.y;
        float anchorMaxYLeft = selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMax.y;

        float anchorMinYRight = selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMin.y;
        float anchorMaxYRight = selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMax.y;


        menuOptions.Add("Quit to Main Menu", new Vector3(anchorMinYLeft, anchorMaxYLeft));
        menuOptions.Add("Quit to Desktop", new Vector3(anchorMinYLeft, anchorMaxYLeft - CHANGE_POSITION_VALUE));

        // Default selected menu item (in this case, Tutorial).
    }
Esempio n. 18
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 void Start()
 {
     inMenu = false;
     backPanel.SetActive(inMenu);
     Time.timeScale = 1;
     //Cursor.visible = inMenu;
     instance = this;
 }
Esempio n. 19
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 void Start()
 {
     myRigidBody  = GetComponent <Rigidbody>();
     mainCamera   = FindObjectOfType <Camera>();
     Gun.canFire  = true;
     Gun.canThrow = true;
     menu         = FindObjectOfType <InGameMenu>();
 }
Esempio n. 20
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 //Initializing the Manager by populating the menus
 //Also sets up the starting state and initializes the In Game Menu
 public void Init()
 {
     StartMenu  = (StartMenu)MenuDictionary[MenuState.StartMenu.ToString()];
     InGameMenu = (InGameMenu)MenuDictionary[MenuState.InGameMenu.ToString()];
     ResultMenu = (ResultMenu)MenuDictionary[MenuState.ResultMenu.ToString()];
     SetState(MenuState.StartMenu);
     InGameMenu.Init();
 }
Esempio n. 21
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    void Update()
    {
        if (InGameMenu.isMenuShowing())
        {
            return;
        }

        if (Input.GetButtonDown("Interact") && currentInterObj)
        {
            if (currentInterObjScript.talks)
            {
            }
            if (currentInterObjScript.openable)
            {
                hubChest.toolTipObject.SetActive(false);
                equipment.toolTipObject.SetActive(false);
                if (currentInterObj.name == "HubChest" && !hubChest.inventoryEnabled)
                {
                    equipment.invsOpen++;
                    hubChest.inventoryEnabled = !hubChest.inventoryEnabled;
                    EventSystem.current.SetSelectedGameObject(hubChest.slots[0].gameObject);
                    hubChest.inventoryUI.SetActive(true);
                    player.playerMovement.SetEnabled(false);
                    followCamera.SetEnabled(false);
                    hubChest.ShowToolTip(hubChest.slots[0]);
                    hubChest.CompareToolTips(hubChest.slots[0]);
                }
                else if (currentInterObj.name == "HubChest" && hubChest.inventoryEnabled)
                {
                    hubChest.inventoryUI.SetActive(false);
                    equipment.invsOpen--;
                    if (equipment.invsOpen == 0)
                    {
                        player.playerMovement.SetEnabled(true);
                        followCamera.SetEnabled(true);
                    }
                    EventSystem.current.SetSelectedGameObject(equipment.slots[0].gameObject);
                    hubChest.HideToolTip(hubChest.slots[0]);
                    hubChest.HideCompareToolTips();
                    hubChest.FindGrey();
                    hubChest.inventoryEnabled = false;
                    if (equipment.inventoryEnabled)
                    {
                        equipment.ShowToolTip(equipment.slots[0]);
                    }
                }
            }
        }

        if (Input.GetButtonDown("UseHealthPotion"))
        {
            player.UsePotionStart();
        }
        if (Input.GetButtonDown("SortInventory") && hubChest.inventoryEnabled)
        {
            Sort();
        }
    }
Esempio n. 22
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
         return;
     }
     Debug.Log("More than one menu.");
 }
 public void AddInGameMenuFunctionality(InGameMenu inGameMenu)
 {
     this.inGameMenu = inGameMenu;
     scoreText       = inGameMenu.ScoreText;
     inGameMenu.SpawnButton.onClick.AddListener(delegate
     {
         Player.Instance.Stack();
     });
 }
Esempio n. 24
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 void Start()
 {
     m_AudioSource = GetComponent <AudioSource>();
     NadeReady.SetActive(true);
     NadeUnready.SetActive(false);
     menu            = FindObjectOfType <InGameMenu>();
     pointScript     = FindObjectOfType <PointScript>();
     playercontroler = FindObjectOfType <PlayerController>();
 }
Esempio n. 25
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 public maskTest2(Game game)
     : base(game)
 {
     LoadContent(Game.Content);
     world = new World(Game,new DestructableLevel(Game, _Planet, _AlphaMap));
     pauseMenu = new InGameMenu(Game);
     world.Players.Add(new Player(Game, PlayerIndex.One, new Vector2(200, 200)));
     //Kenneth: Hardkodet inn HUDposition...
     camera1 = new Camera(world.Players[0], world, Vector2.Zero, new Rectangle(0, 0, Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height - 100), new Rectangle(0,Game.Window.ClientBounds.Height - 100, Game.Window.ClientBounds.Width, 100));
 }
Esempio n. 26
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    public void ShowMenu(InGameMenu _Menu)
    {
        if (Menu != null)
        {
            Menu.InGameOpen = false;
        }

        Menu            = _Menu;
        Menu.InGameOpen = true;
    }
Esempio n. 27
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            InGameMenu.Show();
        }

        if (dataNewlyBound)
        {
            dataNewlyBound = false;

            MultiplayerGamers.ResetPlayers();
            UIGameTable.CleanTable();

            //  GET CURRENT PLAYER SEATS
            object seat0, seat1, seat2, seat3;
            if (RoomProperties.TryGetValue("SEAT0", out seat0))
            {
                MultiplayerGamers.UserJoined(seat0.ToString(), 0, seat0.ToString().Equals(player.GetInternalPlayer().PlayerName));
            }

            if (RoomProperties.TryGetValue("SEAT1", out seat1))
            {
                MultiplayerGamers.UserJoined(seat1.ToString(), 1, seat1.ToString().Equals(player.GetInternalPlayer().PlayerName));
            }

            if (RoomProperties.TryGetValue("SEAT2", out seat2))
            {
                MultiplayerGamers.UserJoined(seat2.ToString(), 2, seat2.ToString().Equals(player.GetInternalPlayer().PlayerName));
            }

            if (RoomProperties.TryGetValue("SEAT3", out seat3))
            {
                MultiplayerGamers.UserJoined(seat3.ToString(), 3, seat3.ToString().Equals(player.GetInternalPlayer().PlayerName));
            }

            object gameType, gameGoal;

            if (RoomProperties.TryGetValue("TYPE", out gameType))
            {
                if (gameType.ToString() == "0")
                {
                    MultiplayerManager.CurrentEndCondition = Common.Enums.GameMode.RoundCount;
                }
                else
                {
                    MultiplayerManager.CurrentEndCondition = Common.Enums.GameMode.TargetScore;
                }
            }
            if (RoomProperties.TryGetValue("GOAL", out gameGoal))
            {
                MultiplayerManager.CurrentEndConditionGoal = gameGoal;
            }
        }
    }
Esempio n. 28
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    private void Start()
    {
        inGameMenu = InGameMenu.instance;

        firstThroughput  = 1;
        secondThroughput = 1;
        thirdThroughput  = 1;
        outputIndx       = 1;

        ClearOutputCounters();
    }
Esempio n. 29
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    void AddInGameMenu(Player player)
    {
        var inGameMenu = new InGameMenu();

        inGameMenu.playingGameState = this;
        inGameMenu.player           = player;
        inGameMenu.menuPlacement    = player.localNumber == 2 ? MenuAnchor.TopRight : MenuAnchor.TopLeft;
        inGameMenu.Setup();

        inGameMenus.Add(inGameMenu);
    }
Esempio n. 30
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    // InGameMenu inGameMenu;



    private void Awake()
    {
        dazzaRB = GetComponent <Rigidbody2D>();

        // inGameMenu = FindObjectOfType<InGameMenu>().GetComponent<InGameMenu>();
        gameController    = GameObject.FindWithTag("GameController").GetComponent <GameController>();
        powerUpController = transform.GetComponent <PowerUpController>();
        upgradeController = gameController.GetComponent <UpgradeController>();
        gameData          = GameObject.Find("DataController").GetComponent <GameData>();
        inGameMenu        = FindObjectOfType <InGameMenu>().GetComponent <InGameMenu>();
    }
Esempio n. 31
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    // Use this for initialization
    void Awake()
    {
        playerController = GetComponent <CharacterController>();
        inGameMenu       = GameObject.FindGameObjectWithTag("InGameMenu").GetComponent <InGameMenu>();
        gui            = GameObject.FindWithTag("GUI").GetComponent <GUI_HUD>();
        cam            = Camera.main;
        Cursor.visible = false;
        rotationSpeed  = PlayerPrefs.GetFloat("RotationSensitivity");

        EquipGun(PlayerPrefs.GetInt("playerLoadout"));
    }
Esempio n. 32
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 void Update()
 {
     if (Input.GetButtonDown("Interact") && !InGameMenu.isMenuShowing())
     {
         if (interactAction != null)
         {
             interactAction.Invoke();
         }
     }
     timePlayed += Time.deltaTime;
 }
Esempio n. 33
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 private void InitializeMenus()
 {
     Transform canvas = GameObject.Find("Canvas").transform;
     menuManager = canvas.GetComponent<InGameMenuMenager>();
     escMenu = canvas.Find("EscMenu").GetComponent<InGameMenu>();
     inventoryMenu = canvas.Find("InventoryMenu").GetComponent<InGameMenu>();
     cardMenu = canvas.Find("CardMenu").gameObject;
     worldMapMenu = canvas.Find("WorldMapMenu").gameObject;
     abilityBookMenu = canvas.Find("AbilityBookMenu").gameObject;
     minimapFrame = canvas.Find("MinimapFrame").gameObject;
 }
Esempio n. 34
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        private void spawnPlayer()
        {
            Debug.Log("Spawning player");

            Vertex spawnPoint;

            do    // Don't spawn the player on portals. Warning: infinite loop if there are only 1-2 cells
            {
                spawnPoint = masterDt.vertices[mt.Next(masterDt.vertices.Count - 1)];
            } while (spawnPoint.cell.hasPortal);
            SpawnPoint spawner = GameObject.FindGameObjectWithTag("Spawn Point").GetComponent <SpawnPoint>();

            spawner.transform.position = spawnPoint.toVector3AtHeight(currentDungeonType.wallHeight * 0.8f);
            player = spawner.spawnPlayer();

            // Attach any other stuff to player here
            Cheats cheater = GameObject.FindObjectOfType <Cheats>();

            cheater.player         = player;
            cheater.playerMovement = player.GetComponentInChildren <PlayerMovement>();
            InGameMenu menu = GameObject.FindObjectOfType <InGameMenu>();

            menu.player = player;

            // Set up HUD
            GameObject hud = GameObject.Find("HUD");

            hud.GetComponent <Canvas>().enabled = true;
            HUD hudScript = hud.GetComponentInChildren <HUD>();

            hudScript.escapeHatch     = GameObject.Find("Escape Point").transform;
            hudScript.playerTransform = player.transform;

            // Enable firing script (disabled in hub)
            PlayerShoot shootScript = player.GetComponentInChildren <PlayerShoot>();

            shootScript.enabled = true;

            if (StateManager.startedFromDungeon)
            {
                // Give player weapons when starting in dungeon, since that implies it's a dev starting in the editor
                Debug.Log("Looks like you launched this scene directly from the editor. Here's some free stuff...");
                StateManager.cashOnHand = debugCash;
                Inventory playerInventory = GameObject.FindGameObjectWithTag("Player Inventory").GetComponentInChildren <Inventory>();
                foreach (GameObject weapon in debugWeapons)
                {
                    GameObject realWeapon = Instantiate(weapon);
                    playerInventory.addWeapon(realWeapon);
                }
            }

            // Enable temporary player invincibility on spawn
            StartCoroutine(player.GetComponentInChildren <PlayerHealth>().enableIframes(5f));
        }
Esempio n. 35
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 public maskTest(Game game)
     : base(game)
 {
     LoadContent(Game.Content);
     world = new World(Game,new DestructableLevel(Game, _Planet, _AlphaMap));
     pauseMenu = new InGameMenu(Game);
     world.Players.Add(new Player(Game, PlayerIndex.One, new Vector2(200, 200)));
     world.Players.Add(new Player(Game, PlayerIndex.Two, new Vector2(300, 200)));
     //Kenneth: Hardkodet inn HUDposition... Vi MÅ sende med game.window.bounds som parameter siden resten av HUD er posisjonert relativt til HUDposition.
     camera1 = new Camera(world.Players[0], world, Vector2.Zero, new Rectangle(0, 0, Game.Window.ClientBounds.Width/2, Game.Window.ClientBounds.Height), new Rectangle(Game.Window.ClientBounds.Width / 2 , 0, Game.Window.ClientBounds.Width / 2, Game.Window.ClientBounds.Height));
     camera2 = new Camera(world.Players[1], world, Vector2.Zero, new Rectangle(Game.Window.ClientBounds.Width / 2, 0, Game.Window.ClientBounds.Width / 2, Game.Window.ClientBounds.Height), new Rectangle(Game.Window.ClientBounds.Width / 2, 0, Game.Window.ClientBounds.Width / 2, Game.Window.ClientBounds.Height));
 }
Esempio n. 36
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(this.gameObject);
         Debug.LogError("Destroyed " + gameObject.name + " because another instance of InGameMenu allready exists.");
     }
 }
Esempio n. 37
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    public void LoadMenu(InGameMenu newMenu)
    {
        if (SelectedMenu != null)
        {
            CloseSelectedMenu();
        }

        SelectedMenu = newMenu;
        SelectedMenu.IsOpen = true;

        ChangeEnableOnControls();

        OnMenuOpening(this);
    }
Esempio n. 38
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        public InGame(Game game)
            : base(game)
        {
            player = new Player(game, PlayerIndex.One, new Vector2(100f, 100f));
            test = ((ContentLoader<SoundEffect>)Game.Services.GetService(typeof(ContentLoader<SoundEffect>))).get("test").CreateInstance();
            test2 = ((ContentLoader<SoundEffect>)Game.Services.GetService(typeof(ContentLoader<SoundEffect>))).get("test2").CreateInstance();
            test.Play();
            test2.IsLooped = false;
            pauseMenu = new InGameMenu(Game);
            particleEmitter = new TestParticleEmitterKenneth(game, "reticule", 200, player.getReticulePosition(), player.getReticulePositionNormalized(), 200, 200000, Color.White);
            rock = new Sprite(game, "Rock");

            mouseState = Mouse.GetState();
            mouseCollisionRectangle = new Rectangle(mouseState.X, mouseState.Y, 20, 20);

            //Testing av gridnett
            int gridWidth = game.Window.ClientBounds.Width / 100;   //Et rektangel i gridnettet er 100 * 100. Deler derfor på 100 for å få antall rektangler.
            int gridHeight = game.Window.ClientBounds.Height / 100; //Samme her. Tallet fra denne matten blir ikke riktig
            int gridSize = gridWidth * (gridHeight * 2);            //Derfor ganges høyden med 2. Merk at vi da får for mange rektangler totalt, dvs. rektanglene går utenfor skjermen(Bedre enn å ha for få da).
            int x = 0;  //brukes til å plassere rektangler på x-aksen i løkka nedenfor
            int y = 0;  //brukes til å plassere rektangler på y-aksen i løkka nedenfor
            Console.WriteLine(gridSize);    //Debug
            Console.WriteLine(gridWidth);
            Console.WriteLine(gridHeight);
            collisionGrid = new List<CollisionBox>();   //Listen initialiseres
            for (int i = 0; i < gridSize; i++)
            {
                collisionGrid.Add(new CollisionBox(new Rectangle(x, y, 100, 100)));
                x += 100;
                if (collisionGrid.ElementAt(i).rectangle.X > game.Window.ClientBounds.Width)
                {
                    x = 0;
                    y += 100;
                }
            }
        }
 public void SetOptionsController(InGameMenu igm)
 {
     optionsController = igm;
 }
Esempio n. 40
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    void Awake()
    {
        if (instance != null){
            Debug.LogWarning("There are 2 gui managers");
        }
        instance = this;
        activeControls = new List<GUIControl>();
        controlsToRemove = new List<GUIControl>();
        controlsToAdd = new List<GUIControl>();

        chatMenu = GetComponent<ChatMenu>();
        inGameMenu = GetComponent<InGameMenu>();
        interactionMenu = GetComponent<InteractionMenu>();
        pauseMenu = GetComponent<PauseMenu>();
        loadingScreen = GetComponent<LoadingScreen>();
    }
Esempio n. 41
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 void Awake()
 {
     if (instance == null)
         instance = this;
 }
Esempio n. 42
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 private void OpenMenu(InGameMenu menu)
 {
     if (isInGameMenuOpen == false)
     {
         menuManager.LoadMenu(menu);
         isInGameMenuOpen = true;
     }
     else
     {
         menuManager.CloseMenu();
         isInGameMenuOpen = false;
     }
 }
 public void SetWarningController(InGameMenu igm)
 {
     warningController = igm;
 }
Esempio n. 44
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	protected void initializeInGameMenu(){
		if(playerEnabled){
			gameMenu = (InGameMenu) GameObject.FindObjectOfType (typeof (InGameMenu));
		}
	}
Esempio n. 45
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 void Awake()
 {
     // Assumes this script is on the same object as the InGameMenu script.
     igm = gameObject.GetComponent<InGameMenu>();
 }