public static void ProcessSelection(int CurrentSelection) { switch (CurrentSelection) // switch used to process the users selection on the main menu { case 0: //quit the game #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; case 1: Application.LoadLevel("MainGame"); // loads the main game break; case 2: MenuStateScript.MenuStateChange(1); // changes to the option menu state break; case 3: MenuStateScript.MenuStateChange(2); // changes to the leaderboard menu state break; } }
public static void ProcessSelection(int CurrentSelection) { switch (CurrentSelection) { case 0: //aspect ratio // loop around the subsection for aspect ratio if (SubSelection > 4) { SubSelection = 0; } if (SubSelection < 0) { SubSelection = 4; } AspectRatioCounter = SubSelection; Debug.Log("Aspect Ratio set to : " + AspectRatioCounter); AspectRatioObject.GetComponent <Text> ().text = AspectRatios [AspectRatioCounter]; // changes the text on the GUI break; case 1: //resolution // loop around the subsection for Resolutions if (SubSelection > 3) { SubSelection = 0; } if (SubSelection < 0) { SubSelection = 3; } ResolutionsCounter = SubSelection; Debug.Log("Resolution set to : " + ResolutionsCounter); ResolutionsObject.GetComponent <Text> ().text = Resolutions [ResolutionsCounter]; // changes the text on the GUI break; case 2: //full screen // loop around the subsection for full screen if (SubSelection > 1) { SubSelection = 0; } if (SubSelection < 0) { SubSelection = 1; } FullScreen = !FullScreen; // toggles full screen FullScreenObject.GetComponent <Text> ().text = FullScreen.ToString(); // changes the text on the GUI break; case 3: //Blood // loop around the subsection for blood if (SubSelection > 3) { SubSelection = 0; } if (SubSelection < 0) { SubSelection = 3; } BloodCounter = SubSelection; BloodObject.GetComponent <Text> ().text = Blood [BloodCounter]; // changes the text on the GUI break; case 4: //change aspect ratio resolution full screen and blood here //aspect ratio switch (AspectRatioCounter) { case 0: //5:4 Debug.Log("Aspect Ratio 5:4 Selected"); AspectRatioChange(1.25f); break; case 1: //4:3 Debug.Log("Aspect Ratio 4:3 Selected"); AspectRatioChange(1.3333f); break; case 2: //16:10 Debug.Log("Aspect Ratio 16:10 Selected"); AspectRatioChange(1.6f); break; case 3: //5:3 Debug.Log("Aspect Ratio 5:3 Selected"); AspectRatioChange(1.66666666667f); break; case 4: //16:9 Debug.Log("Aspect Ratio 16:9 Selected"); AspectRatioChange(1.78f); break; } //resolution and full screen "Screen.fullScreen = FullScreen;" would be just full screen switch (ResolutionsCounter) { case 0: //1024x768 Screen.SetResolution(1024, 768, FullScreen); break; case 1: //1280x1024 Screen.SetResolution(1280, 1024, FullScreen); break; case 2: //1680,1050 Screen.SetResolution(1680, 1050, FullScreen); break; case 3: //1920x1080 Screen.SetResolution(1920, 1080, FullScreen); break; case 4: //1920x1200 Screen.SetResolution(1920, 1200, FullScreen); break; } //Blood switch (BloodCounter) { case 0: //Red break; case 1: //Green break; case 2: //Off break; } MenuStateScript.MenuStateChange(0); // return to menu break; } }
// Update is called once per frame void Update() { //turning left and right if (Turned == false) { if (WheelchairMovementScript.CurrentAngle < 315 && WheelchairMovementScript.CurrentAngle > 180) { Turned = true; if (WheelchairMovementScript.MovedFowards == true && Options.activeSelf) { MenuOptionsSelectionScript.SubSelection--; MenuOptionsSelectionScript.ProcessSelection(CurrentSelection); } else { CurrentSelection--; ChangeMenuSelection(); Debug.Log(CurrentSelection + "" + Turned); } } if (WheelchairMovementScript.CurrentAngle > 45 && WheelchairMovementScript.CurrentAngle < 180) { Turned = true; if (WheelchairMovementScript.MovedFowards == true && Options.activeSelf) { MenuOptionsSelectionScript.SubSelection++; MenuOptionsSelectionScript.ProcessSelection(CurrentSelection); } else { CurrentSelection++; ChangeMenuSelection(); Debug.Log(CurrentSelection + "" + Turned); } } } else if (Turned == true) { if (WheelchairMovementScript.CurrentAngle > 340 || WheelchairMovementScript.CurrentAngle < 20) { Turned = false; Debug.Log(Turned); } } //moving backwards and fowards if (reset == false) { if (WheelchairMovementScript.MovedFowards == true) { Debug.Log("MovedFowards Equals true"); //main menu if (MainMenu.activeSelf) { MenuMainSelectionScript.ProcessSelection(CurrentSelection); CurrentSelection = 0; // reset the selection for next menu MenuSwitch = true; } //options menu if (Options.activeSelf) { Debug.Log("Options" + CurrentSelection); MenuOptionsSelectionScript.ProcessSelection(CurrentSelection); } if (Leaderboard.activeSelf && MenuSwitch != true) { MenuStateScript.MenuStateChange(0); // changes to the Main menu state MenuSwitch = true; } reset = true; } } else { if (WheelchairMovementScript.MovedFowards == false) { Debug.Log("MovedFowards Equals false"); if (Options.activeSelf) { MenuOptionsSelectionScript.SubSelection = 0; // reset the subselection } MenuSwitch = false; reset = false; } } if (Leaderboard.activeSelf) { UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(MainMenu_Button2); // sets he only button on the leaderboard to active } OnGUI(); // used to display variable to the screen to debug }