Esempio n. 1
0
 public void CloseStore()
 {
     selectedObject = null;
     previousObject = null;
     loadManager.ChangeLevel(0);
     gameObject.GetComponent<DefensesStore>().enabled = false;
 }
Esempio n. 2
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 private void WinAnimEnd()
 {
     isRotationStarted = false;
     isAnimPlaying     = false;
     winMenu.gameObject.SetActive(false);
     mainMenu.gameObject.SetActive(true);
     this.transform.position = originalTrophyPosition;
     this.transform.rotation = originalTrophyRotation;
     if (winPointCounter.winPoints >= winPointCounter.purchaseUnlockCost && winPointCounter.winPoints < winPointCounter.purchaseUnlockMax)
     {
         winPointCounter.purchaseUnlockCost += winPointCounter.purchaseUnlockScaler;
         loadManager.ChangeLevel(-4);
     }
     else
     {
         loadManager.ChangeLevel(0);
     }
 }
Esempio n. 3
0
    public void Xbutton()
    {
        if (printingMenu.isActiveAndEnabled == true) //todo add win and lose menu navigations
        {
            previousMenu = printingMenu;
            loadManager.QuitLevel();
        }

        else if (loadingMenu.isActiveAndEnabled == true)
        {
            return;
        }

        else if (quitMenu.isActiveAndEnabled == true)
        {
            loadManager.LoseLevel();
            quitMenu.gameObject.SetActive(false);
        }

        else if (loseMenu.isActiveAndEnabled == true)
        {
            mainMenu.gameObject.SetActive(true);
            loseMenu.gameObject.SetActive(false);
        }

        else if (winMenu.isActiveAndEnabled == true)
        {
            winMenu.gameObject.SetActive(false);
            mainMenu.gameObject.SetActive(true);
            loadManager.ChangeLevel(0);
        }

        else
        {
            foreach (Canvas canvas in allNonPrintMenus)
            {
                canvas.gameObject.SetActive(false);
            }
            foreach (GameObject colorObject in printColorObjects)
            {
                colorObject.SetActive(false);
            }
            mainMenu.gameObject.SetActive(true);
        }
    }