Esempio n. 1
0
    /// <summary>
    /// OnClick Listener for Ready button (WeaponSelection Menu).
    /// </summary>
    public void Ready()
    {
        //free up memory
        weaponNamesToButtons = null;
        weaponStatToText     = null;

        StartCoroutine(Utils.Fade(
                           fader,
                           fader.color,
                           Color.clear,
                           0.1f));
        weaponSelection.SetActive(false);
        weaponStats.SetActive(false);
        krieger.SetRendererLayer("Gameground");
        GameState.instance.isReady = true;
    }
Esempio n. 2
0
    private void Start()
    {
        // musicVolume.onValueChanged.AddListener(
        //     delegate
        //     {
        //         AudioManager.musicVolume = musicVolume.value;
        //         AudioManager.instance.musicSource.volume = AudioManager.musicVolume;
        //         PlayerPrefs.SetFloat("MusicVolume", AudioManager.musicVolume);
        //     });
        // musicVolume.value = PlayerPrefs.GetFloat("MusicVolume", 1f);

        // soundFXVolume.onValueChanged.AddListener(
        //     delegate
        //     {
        //         AudioManager.soundFXVolume = soundFXVolume.value;
        //         AudioManager.instance.ambienceSource.volume = AudioManager.soundFXVolume;
        //         PlayerPrefs.SetFloat("SoundFXVolume", AudioManager.soundFXVolume);
        //     });
        // soundFXVolume.value = PlayerPrefs.GetFloat("SoundFXVolume", 1f);

        //add click sounds
        Button[] buttons = Resources.FindObjectsOfTypeAll <Button>();
        foreach (Button b in buttons)
        {
            b.onClick.AddListener(() => AudioManager.PlayOneClip(AudioManager.instance.ambienceSource, clicks));
        }

        //weapon selection
        Button[] weaponButtons = weaponSelection.transform.Find("Names").GetComponentsInChildren <Button>();
        foreach (Button b in weaponButtons)
        {
            weaponNamesToButtons.Add(b.name, b);
            b.onClick.AddListener(() => SelectWeapon(b.gameObject.name));
        }

        //weapon stats
        Text[] weaponStatTexts = weaponStats.transform.GetComponentsInChildren <Text>();
        foreach (Text t in weaponStatTexts)
        {
            weaponStatToText.Add(t.name, t);
            Utils.AdjustTextScaleForCustomFont(t);
        }

        Utils.AdjustTextScaleForCustomFont(endGameText);

        krieger          = Krieger.instance;
        krieger.OnDeath += EndScreenSequenceWrapper;
        krieger.OnShoot += DisplayAmmoWrapper;

        //set to UI so that Fader doesn't affect it during weapon selection
        krieger.SetRendererLayer("UI");
        fader.color = new Color(0f, 0f, 0f, 210f / 255f);

        LockUnavailableWeaponsFromPlayerData();

        SelectWeapon(
            "Shovel",
            initialization: true);

        SelectWeapon(
            "Blaster",
            initialization: true);
    }