Esempio n. 1
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        public Menu(TornadoGame game)
        {
            Game = game;

            SelectedItem = MenuItems.NewGame;
            SelectedLevel = 0;

            State = MenuStates.Menu;
            Paused = false;

            Background = Game.Content.Load<Texture2D>(@"Graphics\Menu\cat5fade");

            MenuItemTextures = new Texture2D[4];
            MenuItemTextures[(int)MenuItems.Resume] = Game.Content.Load<Texture2D>(@"Graphics\Menu\resume");
            MenuItemTextures[(int)MenuItems.NewGame] = Game.Content.Load<Texture2D>(@"Graphics\Menu\new");
            MenuItemTextures[(int)MenuItems.LoadLevel] = Game.Content.Load<Texture2D>(@"Graphics\Menu\load");
            MenuItemTextures[(int)MenuItems.Info] = Game.Content.Load<Texture2D>(@"Graphics\Menu\info");
            EscTexture = Game.Content.Load<Texture2D>(@"Graphics\Menu\esc");
            TitleTexture = game.Content.Load<Texture2D>(@"Graphics\Menu\title");

            CursorFrame = 0;
            CursorTimeSinceLastFrame = 0.0f;
            CursorTexture = new Texture2D[4];

            for (int i = 0; i < CursorTexture.Length; i++)
                CursorTexture[i] = Game.Content.Load<Texture2D>(@"Graphics\Menu\tornado" + (i + 1));

            InfoFont = Game.Content.Load<SpriteFont>(@"Graphics\Font\CourierNew");
            LevelFont = Game.Content.Load<SpriteFont>(@"Graphics\Font\CourierNew");

            Music = new MusicTrack(Game.Content, 0.5f);
            Music.Load(0, "Music\\category5");
            Music.Play(0, true);
        }
Esempio n. 2
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 /// <summary>
 /// Used when the player exits the buy menu.
 /// </summary>
 public void OnMainMenu()
 {
     currentstate = MenuStates.Main;
     if (teleportPoint != null)
     {
         Destroy(teleportPoint);
         teleportPoint = null;
         Money.amount += 5;
     }
     else if (boughtTower != null)
     {
         Destroy(boughtTower);
         boughtTower   = null;
         Money.amount += 30;
     }
     else if (Wall != null)
     {
         Destroy(Wall);
         Wall          = null;
         Money.amount += 5;
     }
     else if (slowField != null)
     {
         Destroy(slowField);
         slowField     = null;
         Money.amount += 20;
     }
 }
    void Start()
    {
        player       = FindObjectOfType <PlayerController>();
        currentState = MenuStates.Playing;

        audioManager = AudioManager.instance;
    }
 public void OnClickCredits()
 {
     currentState = MenuStates.Credits;
     //ES.SetSelectedGameObject(firstSelectedInCredits);
     storeSelected = firstSelectedInCredits;
     ES.SetSelectedGameObject(firstSelectedInCredits);
 }
    // Use this for initialization
    void Start()
    {
        currentState  = MenuStates.Main;
        storeSelected = ES.firstSelectedGameObject;

        //continueGameBtn.enabled = false;
        if (PlayerPrefs.GetInt(Constants.LEVELCLEARED, 0) == 0)
        {
            Debug.Log("Disable continue btn " + PlayerPrefs.GetInt(Constants.LEVELCLEARED));
            continueGameBtn.GetComponent <Button>().interactable = false;
        }
        else
        {
            Debug.Log("Enable continue btn");
            continueGameBtn.GetComponent <Button>().interactable = true;
        }

        player1Control = PlayerPrefs.GetInt("Player1", 1);  //1 is keyboard1, 2 is keyboard2, 3 is controller1, 4 is controller2
        player2Control = PlayerPrefs.GetInt("Player2", 2);

        SetPlayer1Radio(player1Control);
        SetPlayer2Radio(player2Control);
        //SpriteState spriteState = new SpriteState();
        //spriteState = continueGameBtn.GetComponent<Button>().spriteState;
        //spriteState.disabledSprite = testImage;
        //continueGameBtn.GetComponent<Button>().spriteState = spriteState;

        masterVolumePercent = PlayerPrefs.GetFloat("master vol", masterVolumePercent);
        sfxVolumePercent    = PlayerPrefs.GetFloat("sfx vol", sfxVolumePercent);
        musicVolumePercent  = PlayerPrefs.GetFloat("music vol", musicVolumePercent);

        masterSlider.GetComponent <Slider>().value = masterVolumePercent;
        musicSlider.GetComponent <Slider>().value  = musicVolumePercent;
        fxSlider.GetComponent <Slider>().value     = sfxVolumePercent;
    }
Esempio n. 6
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 void Start()
 {
     currentMenuState = MenuStates.Main;
     currentARState   = ARStates.Vehicle1;
     placeRemove      = GameObject.Find("ARCanvas/PlaceRemove/PlaceRemoveText").GetComponent <TextMeshProUGUI>();
     arPlaceScript    = GameObject.Find("AR Session Origin").GetComponent <ARPlacement>();
 }
 public void OnClickOptions()
 {
     currentState = MenuStates.Options;
     //ES.SetSelectedGameObject(firstSelectedInOptions);
     storeSelected = firstSelectedInOptions;
     ES.SetSelectedGameObject(firstSelectedInOptions);
 }
Esempio n. 8
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        /// <summary>
        /// Updates the menu manager.
        /// </summary>
        public static void Update()
        {
            switch (menu_state)
            {
            case (MenuStates.Hidden):
                if (M_InputManager.KeyPressed(M_InputManager.GameKeys.Start))
                {
                    menu_state     = MenuStates.Open;
                    menu_position += new Vector2(0.0f, 10.0f);
                }
                break;

            case (MenuStates.Open):

                menu_position = Helpers.H_Math.LerpThreshold(menu_position, Vector2.Zero, 0.3f);

                if (M_InputManager.KeyPressed(M_InputManager.GameKeys.Start))
                {
                    menu_state     = MenuStates.Hidden;
                    menu_tab_state = MenuTabStates.Stats;
                }

                if (M_InputManager.KeyPressed(M_InputManager.GameKeys.Right))
                {
                    menu_tab_state = (MenuTabStates)MathHelper.Clamp((int)++menu_tab_state, 0, 2);
                    menu_position += new Vector2(0.0f, 1.0f);
                }
                else if (M_InputManager.KeyPressed(M_InputManager.GameKeys.Left))
                {
                    menu_tab_state = (MenuTabStates)MathHelper.Clamp((int)--menu_tab_state, 0, 2);
                    menu_position += new Vector2(0.0f, 1.0f);
                }
                break;
            }
        }
    private void ChangeToPaths(SubMenuStates state_)
    {
        if (currentMenuState != MenuStates.paths)
        {
            currentMenuState = MenuStates.paths;
            currentEC        = sceneElements[2];

            menu.EnableMenu("PathsButton");
            menu.DisableMenu("TopoButton");
            menu.DisableMenu("GraphButton");
            menu.DisableMenu("PeopleButton");
            menu.DisableSimulatorButtons();

            cam.DisableMovement();
        }

        menu.CloseEditMenus();
        currentSubMenuState = state_;
        currentEC.ChangeState(currentSubMenuState);
        GameObject pgo = new GameObject("alg");

        if (state_ == SubMenuStates.edit)
        {
            EnableEditMenu(pgo);
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && !m_loadedUI)
        {
            m_loadedUI = true;
        }
        if (m_loadedUI)
        {
            if (UI_Title.color.a < 1.0f)
            {
                UI_Title.color       = new Color(UI_Title.color.r, UI_Title.color.g, UI_Title.color.b, UI_Title.color.a + 0.01f);
                UI_Title2.color      = new Color(UI_Title.color.r, UI_Title.color.g, UI_Title.color.b, UI_Title.color.a + 0.01f);
                UI_ItemPlay.color    = new Color(UI_Title.color.r, UI_Title.color.g, UI_Title.color.b, UI_Title.color.a + 0.01f);
                UI_ItemAbout.color   = new Color(UI_Title.color.r, UI_Title.color.g, UI_Title.color.b, UI_Title.color.a + 0.01f);
                UI_ItemOptions.color = new Color(UI_Title.color.r, UI_Title.color.g, UI_Title.color.b, UI_Title.color.a + 0.01f);
            }

            Menu();
        }
        if (Input.GetKeyDown(KeyCode.Space) && m_loadedUI == true && UI_Title.color.a >= 1f)
        {
            ResetColour(0f);
            m_menuState        = MenuStates.StartGame;
            m_currentSelection = 0;
            m_loadedUI         = false;
        }
    }
Esempio n. 11
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        public MenuStates ValidateTransition(MenuStates currentStates, string userInput = null)
        {
            switch (userInput)
            {
            case "1":
                return(MenuStates.AddingPerson);

            case "2":
                return(MenuStates.RemovingPerson);

            case "3":
                return(MenuStates.ShowAllPersons);

            case "4":
                return(MenuStates.FindPersonByCNP);

            case "5":
                return(MenuStates.ShowAllPersonsFromCity);

            case "6":
                return(MenuStates.ShowAllPersonsFromCountry);

            case "7":
                return(MenuStates.Exit);

            default:
                return(MenuStates.Initialized);
            }
        }
Esempio n. 12
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 void SetMenuTo(MenuStates menu, bool isActive)
 {
     if ((int)menu < transform.childCount)
     {
         transform.GetChild((int)menu).gameObject.SetActive(isActive);
     }
 }
Esempio n. 13
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    // *******************************************************************************************
    //                  HISTORY
    // *******************************************************************************************

    public void ChangeToHistory()
    {
        // Remember State for Bookmark Actions
        m_MenuState = MenuStates.History;
        // Sound Menu Click
        Singleton.AudioManager.PlaySFX(SFXName.menuButtonClick);

        // Load Textures in Relation to Unlocked Rewards
        ManipulateHistoryPages();

        // Disable Main Page
        m_MainPage.SetActive(false);
        // Display turning Pages
        m_AnimatedPageBack.SetActive(true);
        m_AnimatedPageFront.SetActive(true);
        // do Animation
        m_BookAnimator.SetTrigger("turnRight");
        // set background Textures
        m_AnimatedPageFront.GetComponent <Renderer>().material.mainTexture  = m_HistoryClick;
        m_BookbackgroundLeft.GetComponent <Renderer>().material.mainTexture = m_HistoryClick;
        // Set turning Pages Textures
        m_AnimatedPageBack.GetComponent <Renderer>().material.mainTexture    = m_PagesHistory[0].m_LeftSide;
        m_BookbackgroundRight.GetComponent <Renderer>().material.mainTexture = m_PagesHistory[0].m_RightSide;
        // Wait 1 Second before resetting
        Invoke("ChangeToHistory_After", 1.0f);
    }
Esempio n. 14
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 //----------------------------------------------------------------------------------------------------
 /// <summary>
 /// ボタン3(操作)
 /// </summary>
 void Button3Click()
 {
     m_choosingNum = 3;
     MoveChooseImage(m_choosingNum);
     menuStates = MenuStates.description;
     OperationTable.SetActive(true);
 }
Esempio n. 15
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    private IEnumerator LeaveLevelAnim()
    {
        ScrollRect LevelScrollRect = LevelScroller.GetComponent <ScrollRect>();

        const float AnimDuration = 0.5f;
        float       AnimTimer    = 0f;
        float       StartPos     = LevelScrollRect.horizontalNormalizedPosition;
        float       EndPos       = 0f;

        if (LevelScrollRect.horizontalNormalizedPosition == 0f)
        {
            AnimTimer = AnimDuration;
        }

        while (AnimTimer < AnimDuration)
        {
            AnimTimer += Time.deltaTime;
            float MovementRatio = 1f - Mathf.Cos(Mathf.PI / 2f * (AnimTimer / AnimDuration));
            float Pos           = StartPos - (StartPos - EndPos) * MovementRatio;
            LevelScrollRect.horizontalNormalizedPosition = Pos;
            yield return(null);
        }
        bMenuAtFullSpeed = true;
        MenuState        = MenuStates.MainMenu;
        StartCoroutine("MoveMenu");
    }
    private void SwitchMenu(MenuStates menu)
    {
        switch (menu)
        {
        case MenuStates.Main:
            MainMenu.SetActive(true);
            CustomizeMenu.SetActive(false);
            SettingsMenu.SetActive(false);
            StoreMenu.SetActive(false);
            break;

        case MenuStates.Customize:
            CustomizeMenu.SetActive(true);
            MainMenu.SetActive(false);
            break;

        case MenuStates.Settings:
            SettingsMenu.SetActive(true);
            MainMenu.SetActive(false);
            break;

        case MenuStates.Store:
            StoreMenu.SetActive(true);
            MainMenu.SetActive(false);
            break;
        }
    }
Esempio n. 17
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    void TurnOn()
    {
        sceneUICG.interactable = false;
        menuStates             = MenuStates.TurningOn;
        if (puzzEngScript)
        {
            puzzEngScript.canPlay = false;
        }
        if (sceneTapScript)
        {
            sceneTapScript.TapLevelStuffFalse();
        }
        col.enabled = true;

        if (inputDetScript.detectDrag)
        {
            putDragOff = false;
        }
        else
        {
            inputDetScript.detectDrag = true;
            putDragOff = true;
        }
        if (lvlTapManScript)
        {
            lvlTapManScript.ZoomOutCameraReset();
        }
    }
Esempio n. 18
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 public void DrawPrettyStrings(List <Tekst2> TextToDisplay, FontRenderer FontRenderer, MouseState MouseState, SpriteBatch SpriteBatch)
 {
     PreviousStateOfMouse = CurrentStateOfMouse;
     CurrentStateOfMouse  = MouseState.LeftButton;
     foreach (var item in TextToDisplay)
     {
         if (MouseState.LeftButton == ButtonState.Pressed && State != MenuStates.Moving && item.Rect.Intersects(new Rectangle(MouseState.X, MouseState.Y, 1, 1)) && item.ShouldBeColoured)
         {
             FontRenderer.DrawText(SpriteBatch, item.Rect.X, item.Rect.Y, item.Text, Color.Red);
             if (PreviousStateOfMouse == ButtonState.Released && CurrentStateOfMouse == ButtonState.Pressed)
             {
                 State     = item.Stat;
                 NextState = item.NextStat;
             }
         }
         else if (item.Rect.Intersects(new Rectangle(MouseState.X, MouseState.Y, 1, 1)) && item.ShouldBeColoured && State != MenuStates.Moving)
         {
             FontRenderer.DrawText(SpriteBatch, item.Rect.X, item.Rect.Y, item.Text, Color.Red);
         }
         else
         {
             FontRenderer.DrawText(SpriteBatch, item.Rect.X, item.Rect.Y, item.Text, Color.Silver);
         }
     }
 }
Esempio n. 19
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 public void Update(GameTime gameTime)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.A))
     {
         menuState = MenuStates.MENU_CREDITS;
     }
 }
Esempio n. 20
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 // We set up all of the variables needed for the item menu
 private void InitializeItemMenu()
 {
     itemMenuObject.SetActive(true);
     currentMenuParent = itemMenuObject.transform.GetChild(0).GetChild(0).GetChild(0);
     currentState      = MenuStates.ITEM;
     UpdateItemMenu();
 }
Esempio n. 21
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    private void ConfirmSelection(bool confirm)
    {
        if (confirm)
        {
            switch (firstSelection)
            {
            case FirstSelection.Button1:
            {
                if (SceneManager.GetActiveScene().name.Equals("TutorialScene"))
                {
                    SceneManager.LoadScene("PaperboyScene");
                }
                break;
            }

            case FirstSelection.ExitGame:
            {
                SceneManager.LoadScene("MainMenuScene");
                break;
            }
            }
        }
        else
        {
            menuState = MenuStates.MainPanel;
        }
    }
 private void ShowMenu(MenuStates state)
 {
     if (mainMenu != null)
     {
         mainMenu.SetActive(state == MenuStates.Main);
     }
     if (connectMenu != null)
     {
         connectMenu.SetActive(state == MenuStates.Connect);
     }
     if (settingsMenu != null)
     {
         settingsMenu.SetActive(state == MenuStates.Settings);
     }
     if (creditsMenu != null)
     {
         creditsMenu.SetActive(state == MenuStates.Credits);
     }
     if (ingameUI != null)
     {
         ingameUI.SetActive(state == MenuStates.InGame);
     }
     if (btnBack != null)
     {
         btnBack.gameObject.SetActive(state != MenuStates.Main && state != MenuStates.Quitting && state != MenuStates.InGame && state != MenuStates.Connecting);
     }
     menuState = state;
 }
Esempio n. 23
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    public void LoadOption()
    {
        MenuStates m = (MenuStates)CurrentMenu;

        switch (m)
        {
        case MenuStates.PLAY:
            GameModeUI.SetActive(true);
            break;

        case MenuStates.OPTIONS:
            ActiveMenu((int)MenuStates.OPTIONS);
            break;

        case MenuStates.CREDITS:
            ActiveMenu((int)MenuStates.CREDITS);
            break;

        case MenuStates.INFO:
            ActiveMenu((int)MenuStates.INFO);
            break;

        case MenuStates.QUIT:
            ActiveMenu((int)MenuStates.QUIT);
            break;
        }
    }
Esempio n. 24
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    void ChangeMenuState(MenuStates newMenuState)
    {
        switch (newMenuState)
        {
        case MenuStates.Main:
        case MenuStates.LevelSelect:
        case MenuStates.Game:
            SetAllMenusTo(false);

            SetMenuTo(newMenuState, true);

            currentMenuState = newMenuState;
            break;

        case MenuStates.Pause:
            if (currentMenuState == MenuStates.Game)
            {
                SetMenuTo(newMenuState, true);

                currentMenuState = newMenuState;
            }
            else if (currentMenuState == MenuStates.Pause)
            {
                SetMenuTo(newMenuState, false);

                currentMenuState = MenuStates.Game;
            }
            break;
        }
    }
Esempio n. 25
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 public MenuManager(List<Texture2D> menus, int fadeIncrement, SpriteFont bigFont, SpriteFont smallFont)
 {
     mMainMenuName = "mainMenu";
     mOptionsName = "Options";
     mStoryName = "Story";
     mControlsName = "Controls";
     mCreditsName = "Credits";
     mPausedName = "Paused";
     mCurrentMenuStates = MenuStates.mainMenu;
     mMouseAtThisIndex = -1;
     mMenus = menus;
     mCurrentMenu = 0;
     mFading = false;
     mFadeIncrement = fadeIncrement;
     mCurrentMenuColor = new Color(255, 255, 255, 1f);
     mNextMenuColor = new Color(255, 255, 255, 0f);
     mFont = smallFont;
     mBigFont = bigFont;
     mSmallFont = smallFont;
     mStringPositions = new List<Vector2>();
     mSpriteFonts = new List<SpriteFont>();
     mStrings = new List<string>();
     mGoToString = new List<string>();
     mIsClickable = new List<bool>();
 }
Esempio n. 26
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    private void switchMenu(MenuStates menu)
    {
        GameObject newState;

        switch (menu)
        {
        case MenuStates.Main:
            newState = mainMenu;
            break;

        case MenuStates.Settings:
            newState = settingsMenu;
            break;

        case MenuStates.Connect:
            newState = connectMenu;
            break;

        default:
            newState = mainMenu;
            break;
        }

        currentState.SetActive(false);
        currentState = newState;
        currentState.SetActive(true);
    }
Esempio n. 27
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    public IEnumerator ChangeStateCoroutine(MenuStates gameState)
    {
        m_changingState = true;

        //get old state
        MenuState currentState = GetState(m_menuState);

        //get new state
        MenuState newState = GetState(gameState);

        Debug.Log("States Fetched");

        //transittion from old state
        yield return(StartCoroutine(currentState.OnExit()));

        Debug.Log("Exited state");

        //transittion into new state
        yield return(StartCoroutine(newState.OnEnter()));

        Debug.Log("entered state");

        m_menuState = gameState;

        m_changingState = false;

        yield return(null);
    }
Esempio n. 28
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 public void SkipIntroduction()
 {
     currentMenu = MenuStates.GetReadyMenu;
     mic.mute    = false;
     Assets.Scripts.CharacterController.tutorialTiming = 0;
     PlayerPrefs.SetInt("Introduction", 1);
 }
Esempio n. 29
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 //=====================MAIN MENU SECTION=====================
 //When play is pressed
 public void OnStartGame()
 {
     Debug.Log("Pressed Play");
     //Load game afterwards
     //If on Menu Scene load the game, if in the game scene, set the timescale back to normal
     currentState = MenuStates.Player;
 }
Esempio n. 30
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 public static void ChangeMenuState(MenuStates state)
 {
     if (OnMenuStateChanged != null)
     {
         OnMenuStateChanged(state);
     }
 }
Esempio n. 31
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    void TurningOff()
    {
        lerpValue   += Time.deltaTime / fadeDuration;
        menuCG.alpha = Mathf.Lerp(1, 0, lerpValue);

        if (lerpValue >= 1)
        {
            menuCG.alpha           = 0;
            lerpValue              = 0;
            menuStates             = MenuStates.IsOff;
            sceneUICG.interactable = true;
            menuActive             = false;
            if (puzzEngScript)
            {
                puzzEngScript.canPlay = true;
            }
            if (sceneTapScript)
            {
                if (!slideHelpBirdScript.moveUp && !slideHelpBirdScript.isUp)
                {
                    sceneTapScript.TapLevelStuffTrue();
                }
            }
        }
    }
Esempio n. 32
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 //When exit is pressed
 public void OnExit()
 {
     Debug.Log("Pressed Exit");
     SceneManager.LoadScene("Menu");
     Time.timeScale = 1.0f;
     currentState   = MenuStates.Main;
 }
Esempio n. 33
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 void mainScreen()
 {
     if (GUI.Button(new Rect(Screen.width / 2 - 50, Screen.height - 150, 100, 50), "Start"))
     {
         Application.LoadLevel(1);
     }
     if (GUI.Button(new Rect(Screen.width / 2 - 50, Screen.height - 100, 100, 50), "Credits"))
     {
         state = MenuStates.credits;
     }
 }
Esempio n. 34
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    IEnumerator TransitionState(MenuStates state, Sprite sprite)
    {
        yield return StartCoroutine(TransitionOut());

        spriteRenderer.sprite = sprite;

        yield return StartCoroutine(TransitionIn());

        currentState = state;
        blocked = false;
    }
Esempio n. 35
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    /// <summary>
    /// Moves the state machine into the next state given a specific command/transition and triggers the transition
    /// </summary>
    /// <param name="command">The command/transition to run the machine through</param>
    public void MoveNextAndTransition(string command)
    {
        PreviousState = CurrentState;
        MenuCommands newCommand;

        if (!enumParse.TryGetValue(command, out newCommand))
        {
            throw new UnityException("Invalid Command" + command);
        }

        CurrentState = GetNext(newCommand);
        Transition();
    }
Esempio n. 36
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 /// <summary>
 /// Moves the state machine into the next state given a specific command/transition and triggers the transition
 /// </summary>
 /// <param name="command">The command/transition to run the machine through</param>
 public void MoveNextAndTransition(string command)
 {
     //Record the previous state for transition purposes
     PreviousState = CurrentState;
     //Location for the new command
     MenuCommands newCommand;
     //Try to get the value
     if(!enumParse.TryGetValue(command, out newCommand))
         throw new UnityException("Invalid Command " + command);
     //Setup the next state
     CurrentState = GetNext(newCommand);
     //Transition to the next state
     Transition ();
 }
Esempio n. 37
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 public IEnumerator SetEndSprite(bool success)
 {
     blocked = true;
     if (success){
         endSprite = winSprite;
     }
     else{
         endSprite = failSprite;
     }
     currentState = MenuStates.End;
     spriteRenderer.sprite = endSprite;
     yield return StartCoroutine(TransitionIn());
     blocked = false;
 }
Esempio n. 38
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 void creditsScreen()
 {
     GUILayout.BeginArea(new Rect(Screen.width / 2 - 200, Screen.height - 300, 400, 300));
     GUILayout.BeginVertical();
     GUILayout.Label("Phil 'Mothphil' Allcock");
     GUILayout.Label("Andrew 'smells' Munro");
     GUILayout.Label("Edward 'ZX5' Everett");
     GUILayout.Label("Jonny 'your mum' Blackburn");
     if (GUILayout.Button("Back"))
     {
         state = MenuStates.main;
     }
     GUILayout.EndVertical();
     GUILayout.EndArea();
 }
    public ConsoleMenuController()
    {
        data = Application.GetData();
        state = Application.GetState();
        current = new MenuStates();
        current = MenuStates.NEW;

        states = new List<MenuStates>();
        foreach (MenuStates value in Enum.GetValues(typeof(MenuStates)))
        {
            states.Add(value);
        }

        index = 0;
    }
    public void Execute()
    {
        data = Application.GetData();
        state = Application.GetState();

        ConsoleKey input = Console.ReadKey().Key;

        switch (input)
        {
            case ConsoleKey.W:
                if (index <= 0)
                {
                    index = states.Count - 1;
                }
                else
                {
                    index--;
                }

                current = states[index];
                break;
            case ConsoleKey.S:
                if (index >= states.Count - 1)
                {
                    index = 0;
                }
                else
                {
                    index++;
                }

                current = states[index];
                break;
            case ConsoleKey.Enter:
                if (current == MenuStates.NEW)
                {
                    Application.ChangeGameState(GameStates.MAPS);
                }
                if (current == MenuStates.CLOSE)
                {
                    Environment.Exit(0);
                }
                break;
        }
    }
Esempio n. 41
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 public void changeState(MenuStates _st)
 {
     CurrentState = _st;
     switch (CurrentState)
     {
     case MenuStates.Credits :
     {
         currentActiveMenu = Credits;
         currFocusedbtn = currentActiveMenu.GetComponent<SubMenu>().menuButtons[0];
         currFocusedbtn.resetAllFocus();
         currFocusedbtn.giveFocus(true);
         break;
     }
     case MenuStates.LevelChooser :
     {
         currentActiveMenu = LevelChooser;
         currFocusedbtn = null;
         break;
     }
     case MenuStates.Options :
     {
         currentActiveMenu = Options;
         currFocusedbtn = currentActiveMenu.GetComponent<SubMenu>().menuButtons[0];
         currFocusedbtn.resetAllFocus();
         currFocusedbtn.giveFocus(true);
         break;
     }
     case MenuStates.Start :
     {
         currentActiveMenu = Landing;
         currFocusedbtn = currentActiveMenu.GetComponent<SubMenu>().menuButtons[0];
         currFocusedbtn.resetAllFocus();
         currFocusedbtn.giveFocus(true);
         break;
     }
     }
 }
Esempio n. 42
0
        void Update()
        {
            Escape = Input.GetKeyDown(KeyCode.Escape);

            // The FPS Controller will handle movement for now,
            // I am leaving this here because we may want to implement
            // "combos" or the like and would want to know if these are being
            // pressed.
            //
            //ForwardBack = 0;
            //LeftRight = 0;
            //if (Input.GetKey(KeyCode.W)) ForwardBack = 1;
            //if (Input.GetKey(KeyCode.S)) ForwardBack = -1;
            //if (Input.GetKey(KeyCode.A)) LeftRight = -1;
            //if (Input.GetKey(KeyCode.D)) LeftRight = 1;
            //Horizontal = Input.GetAxis("Mouse X") * mouseSensitivity;
            //Vertical = -Input.GetAxis("Mouse Y") * mouseSensitivity;

            if (menuState == MenuStates.Game)
            {
                fpsController.enabled = true;
                Cursor.visible = false;
                Cursor.lockState = CursorLockMode.Confined;

                use = Input.GetKeyDown(KeyCode.E);
                Weapon = Input.GetKey(KeyCode.Mouse0);
                Inventory = Input.GetKeyDown(KeyCode.I);

                Item1 = Input.GetKeyDown(KeyCode.Alpha1);
                Item2 = Input.GetKeyDown(KeyCode.Alpha2);
                Item3 = Input.GetKeyDown(KeyCode.Alpha3);
                Item4 = Input.GetKeyDown(KeyCode.Alpha4);
                Item5 = Input.GetKeyDown(KeyCode.Alpha5);
                Item6 = Input.GetKeyDown(KeyCode.Alpha6);
            }
            else if (menuState == MenuStates.Inventory)
            {
                fpsController.enabled = false;
                Cursor.visible = true;
                Cursor.lockState = CursorLockMode.None;
            }

            // From GameController, needs to be refactored here (probably)
            if (Escape)
            {
                if (menuState == MenuStates.Game)
                {
                    menuState = MenuStates.Inventory;
                }
                else if (menuState == MenuStates.Inventory)
                {
                    menuState = MenuStates.Game;
                }
            }

            //if (InputController.Inventory)
            //{
            //    if (GameState == GameStates.Game)
            //    {
            //        GameState = GameStates.Inventory;
            //    }
            //    else if (GameState == GameStates.Inventory)
            //    {
            //        GameState = GameStates.Game;
            //    }
            //}
        }
Esempio n. 43
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    // Use this for initialization
    void Start()
    {
        //Setup the current state to be main
        CurrentState = MenuStates.MENU_MAIN;

        //Setup the previous state to be connect
        PreviousState = MenuStates.MENU_CONNECT;

        //Create the dictionary
        allTransitions = new Dictionary<MenuTransitions, MenuStates>
        {
            //Defines the state transitions where
            //{ new MenuTransition(actual state of the machine, transition state/command), final state of the machine) }
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.GOTO_CONNECT), MenuStates.MENU_CONNECT},
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.GOTO_SETUP), MenuStates.MENU_SETUP},
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.QUIT_APPLICATION), MenuStates.MENU_QUITTING},
            {new MenuTransitions(MenuStates.MENU_CONNECT, MenuCommands.GOTO_MAIN), MenuStates.MENU_MAIN},
            {new MenuTransitions(MenuStates.MENU_CONNECT, MenuCommands.CONNECT_CLIENT),MenuStates.CONNECT_CONNECTING_TO_SERVER},
            {new MenuTransitions(MenuStates.MENU_SETUP,MenuCommands.GOTO_MAIN),MenuStates.MENU_MAIN},
            {new MenuTransitions(MenuStates.MENU_SETUP,MenuCommands.SETUP_HOST),MenuStates.SETUP_STARTING_HOST},
            {new MenuTransitions(MenuStates.MENU_SETUP,MenuCommands.SETUP_SERVER),MenuStates.SETUP_STARTING_SERVER},
        };

        //Create the dictionary where
        //{string that is passed by the button, command the string represets}
        enumParse = new Dictionary<string, MenuCommands>
        {
            {"goto connect menu", MenuCommands.GOTO_CONNECT},
            {"goto setup menu", MenuCommands.GOTO_SETUP},
            {"goto main menu", MenuCommands.GOTO_MAIN},
            {"quit application", MenuCommands.QUIT_APPLICATION},
            {"setup host", MenuCommands.SETUP_HOST},
            {"setup server", MenuCommands.SETUP_SERVER},
            {"connect to server", MenuCommands.CONNECT_CLIENT}
        };

        Debug.Log("Curr state = " + CurrentState);
    }
Esempio n. 44
0
File: Menu.cs Progetto: jytu/SVA
    /* Теперь второй момент: почему не switch? Смотри, как удобно.
     *
     * Даже если без switch, _window может иметь только одно значение, то есть он не может быть и 0, и 2.
     * Зачем тогда проверять if (_window == 0) и ниже if (_window == 2) - используй else if тогда.
    */
    void OnGUI()
    {
        GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height), bkg);
        GUI.skin = customSkin;

        if (buttonStyle == null)
        {
            InitGUIStyles();
            return;
        }
        //if(backgroundTexture != null)

        // Я сделаю 2 штуки, остальное доделай сам, переменную _window убери вообще тогда:
        switch (currentMenuState)
        {
            case MenuStates.Default:
                //GUI.Box(new Rect(Screen.width / 3 - 90, Screen.height / 3 - 100, 180, 260), "");

                GUI.Box(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 100, 180, 260), "");

                if (GUI.Button(new Rect(Screen.width / 2 - 70, Screen.height / 2 - 80, 140, 30), "New Game"))
                {
                    Application.LoadLevel(1);
                }
            /*
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 30), "Load Game"))
                {

                    currentMenuState = MenuStates.LoadGame;
                }
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 0, 180, 30), "Save Game"))
                {
                    currentMenuState = MenuStates.SaveGame;
                }
            */
                if (GUI.Button(new Rect(Screen.width / 2 - 70, Screen.height / 2 + 80, 140, 30), "Settings"))
                {
                    currentMenuState = MenuStates.Options;
                }

                if (GUI.Button(new Rect(Screen.width / 2 - 70, Screen.height / 2 + 120, 140, 30), "Quit"))
                {
                    Application.Quit();

                }
                break;
            case MenuStates.Options:
                GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 180), "Options");

                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 0, 180, 30), "Back"))
                {
                    currentMenuState = MenuStates.Default;
                }
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 80, 180, 30), "Music"))
                {
                    currentMenuState = MenuStates.Audio;
                }
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 30), "Video"))
                {
                    currentMenuState = MenuStates.Video;
                }
                break;
            case MenuStates.Video:
                // Quality Settings: http://docs.unity3d.com/Documentation/ScriptReference/QualitySettings.html

                GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 220), "Video options");
                GUI.Label(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 80, 180, 140), "Quality");
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 + 80, 180, 30), "Back"))
                {
                    currentMenuState = MenuStates.Options;
                }

                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 60, 180, 30), "Low", QualitySettings.GetQualityLevel() == 0 ? buttonPickedStyle : buttonStyle))
                {
                    QualitySettings.SetQualityLevel(0);
                }
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 20, 180, 30), "Normal", QualitySettings.GetQualityLevel() == 1 ? buttonPickedStyle : buttonStyle))
                {
                    QualitySettings.SetQualityLevel(1);
                }
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 + 20, 180, 30), "High", QualitySettings.GetQualityLevel() == 2 ? buttonPickedStyle : buttonStyle))
                {
                    QualitySettings.SetQualityLevel(2);
                }
                break;
            case MenuStates.Audio:
                GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 260), "Volume");

                GUI.Label(new Rect(Screen.width / 2 - 60, Screen.height / 2 - 80, 180, 140), "Sound");

                hSliderValue1 = GUI.HorizontalSlider(slider1Rect, hSliderValue1, 0.0F, 10.0F);

                GUI.Label(new Rect(Screen.width / 2 - 60, Screen.height / 2 + 0, 180, 140), "Music");

                hSliderValue2 = GUI.HorizontalSlider(slider2Rect, hSliderValue2, 0.0F, 10.0F);
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 + 120, 180, 30), "Back"))
                {
                    currentMenuState = MenuStates.Options;
                }
                Music_On = GUI.Toggle(new Rect(450, 210, 100, 100), Music_On, "Music?");
                if (Music_On)
                {
                    // Music
                }
                else
                {
                    // Stop Music
                }
                break;
            case MenuStates.LoadGame:

                break;
            case MenuStates.SaveGame:
            GUI.Box(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 260), "Saves");
                GUI.Label(new Rect(Screen.width / 2 - 60, Screen.height / 2 - 80, 180, 140), "Game Saved!");
                if (GUI.Button(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 30), "Back"))
            {
                currentMenuState = MenuStates.Default;
            }
            break;
        //	case MenuStates.SaveGame:

        }
    }
Esempio n. 45
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 void Awake()
 {
     fpsController = (FirstPersonController)gameObject.GetComponent(typeof(FirstPersonController));
     menuState = MenuStates.Game;
 }
Esempio n. 46
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    // Update is called once per frame
    void Update()
    {
        if (currentState == MenuStates.Main){
            if (!blocked){
                spriteRenderer.sprite = mainMenuSprite;
            }
            if (Input.GetKeyDown(KeyCode.Return)){
                if (!blocked){
                    blocked = true;
                    StartCoroutine(TransitionState(MenuStates.Instructions, instructionSprite));
                }
            }
        }
        else if (currentState == MenuStates.Instructions){
            if(Input.GetKeyDown(KeyCode.Return)) {
                currentState = MenuStates.Off;
                GameObject.Find("Map Loader").GetComponent<MapLoader>().StartGame();
                StartCoroutine(TransitionOut());
            }
        }
        else if(currentState == MenuStates.Off) {

        }
        else if(currentState == MenuStates.End) {
            if (Input.GetKeyDown(KeyCode.Return) && !blocked){
                blocked = true;
                Application.LoadLevel("Game");
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        //Setup the current state to be main
        CurrentState = MenuStates.MENU_MAIN;

        //Setup the previous state to be connect
        PreviousState = MenuStates.MENU_CONNECT;

        //Create the dictionary
        allTransitions = new Dictionary<MenuTransitions, MenuStates>
        {
            //Defines the state transitions where
            //{ new MenuTransition(actual state of the machine, transition state/command), final state of the machine) }

        };

        //Create the dictionary where
        //{string that is passed by the button, command the string represets}
        enumParse = new Dictionary<string, MenuCommands>
        {

        };

        Debug.Log("Curr state = " + CurrentState);
    }
Esempio n. 48
0
    private void _SwitchMenu(MenuStates menu)
    {
        GameObject new_menu;
        bool remove = false;

        switch (menu)
        {
            case MenuStates.Previous:
                new_menu = null; // to make compiler happy
                remove = true;
                break;
            case MenuStates.Settings:
                new_menu = settings_menu;
                break;
            case MenuStates.Connect:
                new_menu = connect_menu;
                break;
            case MenuStates.Lobby:
                new_menu = lobby_menu;
                team_select_panel.SetActive(true);
                break;
            default:
                new_menu = main_menu;
                break;
        }

        _menu_order[_menu_order.Count - 1].SetActive(false);
        if (remove)
        {
            _menu_order.RemoveAt(_menu_order.Count - 1);
        } else
        {
            _menu_order.Add(new_menu);
        }

        _menu_order[_menu_order.Count - 1].SetActive(true);
    }
Esempio n. 49
0
 public void OnHighScore()
 {
     Debug.Log("You pressed Highscore");
     currentstate = MenuStates.Highscore;
 }
Esempio n. 50
0
    private void InGameMenu()
    {
        // wymiary calego menu
        int w = 500;
        int h = 470;

        // skin
        GUI.skin.box.fontSize = 40;
        GUI.skin.label.fontSize = 35;
        GUI.skin.button.fontSize = 35;
        GUI.skin.label.alignment = TextAnchor.UpperLeft;
        GUI.skin.horizontalSlider.stretchHeight = true;

        // wlasciwe rysowanie menu w zaleznosci od stanu

        if(menuState != MenuStates.NETWORK) {
            GUI.BeginGroup(new Rect((Screen.width - w)/2,(Screen.height - h)/2, w, h));
        }

        switch(menuState) {
        case MenuStates.NETWORK:
            GUI.Box(new Rect(0,0,w,h), "NEW GAME");
            break;

        default:
        case MenuStates.MAIN:
            GUI.Box(new Rect(0,0,w,h), "MENU");

            if(!isMainMenu) {
                if (GUI.Button (new Rect (15, 50, w * 0.95f, 60), "BACK TO GAME")) {
                    showInGameMenu = false;
                }
            }
            else {
                if (GUI.Button (new Rect (15, 50, w * 0.95f, 60), "NEW GAME")) {
                    // 0 = menu, 1 = nasz level
                    Application.LoadLevel(1);
                }
            }

            if (GUI.Button (new Rect (15, 50 + 60 + 60, w * 0.95f, 60), "OPTIONS")) {
                menuState = MenuStates.OPTIONS;
            }

            if(isMainMenu) {
                if (GUI.Button (new Rect (15, h - 70, w * 0.95f, 60), "QUIT TO DESKTOP")) {
                    Application.Quit();
                    // to nie dziala jak sie odpala w edytorze unity (trzeba wyeksportowac i dopiero)
                }
            }
            else {
                if (GUI.Button (new Rect (15, h - 70, w * 0.95f, 60), "QUIT TO MAIN MENU")) {
                    Application.LoadLevel(0);
                }
            }

            break;

        case MenuStates.OPTIONS:
            GUI.Box(new Rect(0,0,w,h), "OPTIONS");
            if (GUI.Button (new Rect (15, 50, w * 0.95f, 60), "SOUND OPTIONS")) {
                menuState = MenuStates.SOUND;
            }

            if (GUI.Button (new Rect (15, 50 + 60 + 60, w * 0.95f, 60), "KEY BINDINGS")) {
                menuState = MenuStates.REDEFINE;
            }

            if (GUI.Button (new Rect (15, h - 70, w * 0.95f, 60), "BACK")) {
                menuState = MenuStates.MAIN;
            }
            break;

        case MenuStates.SOUND:
            GUI.Box(new Rect(0,0,w,h), "SOUND");
            GUI.Label (new Rect (15, 50 + 90, w * 0.95f, 60), "VOLUME");
            sliderValue = GUI.HorizontalSlider (new Rect (15, 50 + 90 + 50, w * 0.95f, 60), sliderValue, 0, 1);
            AudioListener.volume = sliderValue;
            if (GUI.Button (new Rect (15, h - 70, w * 0.95f, 60), "BACK")) {
                menuState = MenuStates.OPTIONS;
            }
            break;

        case MenuStates.REDEFINE:
            GUI.skin.label.fontSize = 20;
            GUI.skin.button.fontSize = 20;

            GUI.Box(new Rect(0,0,w,h), "KEY BINDINGS");

            int offset = 0; // offset przy rysowaniu

            ArrayList sortedKeys = new ArrayList();

            foreach(string name in us.sortedKeys) { // kiedys bylo us.keys.Keys ale hashtable nie są po kolei, a pasowaloby zeby klawisze do sterowania byly na poczatku
                //Debug.Log(name + " " + us.keys[name]);
                GUI.Label(new Rect(15, 50 + offset, w * 0.95f, 30), name);
                GUI.Label(new Rect(100, 50 + offset, w * 0.95f, 30), us.keys[name].ToString());

                if(name == keyChanging) { // zmieniamy klawisz ktory aktualnie wyswietlamy
                    if(GUI.Button(new Rect (200, 50 + offset, 280, 30), "PRESS KEY")) {
                        keyChanging = "";
                    }
                }
                else { // nie zmieniamy
                    if(GUI.Button(new Rect (200, 50 + offset, 280, 30), "CHANGE")) {
                        keyChanging = name;
                    }
                }
                offset += 32;
            }

            GUI.skin.button.fontSize = 35;

            if (GUI.Button (new Rect (15, h - 70, w * 0.95f, 60), "BACK")) {
                menuState = MenuStates.OPTIONS;
            }

            // tutaj czekamy na jakis klawisz
            if(keyChanging != "") { // cos zmieniamy
                Event e = Event.current;
                KeyCode kc = KeyCode.None;
                // to ponizej nie wykryje shifta bo
                // prawdziwy bug w kochanym Unity
                // http://forum.unity3d.com/threads/30343-current-event-not-detecting-shift-key
                if(e.isKey && e.keyCode != KeyCode.None) {
                    Debug.Log("nacisneto klawisz: " + e.keyCode);
                    kc = e.keyCode;
                }

                // wiec workaround z tego threada ponizej

                if(e.shift) {
                    if (Input.GetKey(KeyCode.LeftShift)) {
                        Debug.Log("lewy szift");
                        kc = KeyCode.LeftShift;
                    }
                    else if (Input.GetKey(KeyCode.RightShift)){
                        Debug.Log("prawy szift");
                        kc = KeyCode.RightShift;
                    }
                }

                // jak mamy klawisz to dokonujemy zamiany
                if(kc != KeyCode.None) {
                    us.ChangeKey(keyChanging, kc);
                    keyChanging = "";
                    us.Save();
                }
            }

            break;
        }

        GUI.EndGroup();
    }
        private void InitMenuState()
        {
            MenuState = MenuStates.Main;

            MenuIndex = 0;
        }
Esempio n. 52
0
    // Update is called once per frame
    void Update()
    {
        if(showInGameMenu || isMainMenu) Screen.lockCursor = false;
        else Screen.lockCursor = true;

        if (Input.GetKeyDown(KeyCode.Escape)) {
            // pokazujemy kursorek do menu, albo nie pokazujemy w edytorze unity to chyba
            // i tak zawsze jest
            showInGameMenu = !showInGameMenu;
            Cursor.visible = showInGameMenu;
            menuState = MenuStates.MAIN;
        }
        if(!isMainMenu) { // pc - drobna poprawka, bo pokazywanie statsow w main menu nie ma sensu ;)
        //mantkowicz - dodanie wyswietlania statystyk tab/alt
        if( Input.GetKey( KeyCode.Tab ) )
        {
            if( !teamStatisticsBoxInitialized )
            {
                teamStatisticsBoxWidth = Screen.width * 0.4f;
                teamStatisticsBoxHeight = Screen.height * 0.5f;
                teamStatisticsOffset = -teamStatisticsBoxWidth;
                teamStatisticsBoxStep = teamStatisticsBoxWidth / 10.0f;

                teamStatisticsBoxInitialized = true;
            }

            showTeamStatistics = true;
        }
        else
        {
            showTeamStatistics = false;
            teamStatisticsBoxInitialized = false;
        }

        if( Input.GetKey( KeyCode.LeftAlt ) )
        {
            if( !personalStatisticsBoxInitialized )
            {
                personalStatisticsBoxWidth = Screen.width * 0.3f;
                personalStatisticsBoxHeight = Screen.height * 0.2f;
                personalStatisticsOffset = -personalStatisticsBoxHeight;
                personalStatisticsBoxStep = personalStatisticsBoxHeight / 10.0f;

                personalStatisticsBoxInitialized = true;
            }

            showPersonalStatistics = true;
        }
        else
        {
            showPersonalStatistics = false;
            personalStatisticsBoxInitialized = false;
        }
        //endof mantkowicz
        }
    }
Esempio n. 53
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    void MenuStateSwitch(MenuStates index)
    {
        Destroy(curMenu);
        curMenu = Instantiate(menus[(int)index]) as GameObject;

        if (index == MenuStates.EmptyMenu)
          ToggleCursors(false);
        else
          ToggleCursors(true);
    }
Esempio n. 54
0
 //When script first starts
 void Awake()
 {
     //always sets first menu to main menu
     currentstate = MenuStates.Main;
 }
Esempio n. 55
0
    public void OnOptions()
    {
        Debug.Log("You pressed Options");

        currentstate = MenuStates.Options;
    }
Esempio n. 56
0
    // Use this for initialization
    void Start()
    {
        CurrentState = MenuStates.MENU_MAIN;

        PreviousState = MenuStates.MENU_CONNECT;

        allTransitions = new Dictionary<MenuTransitions, MenuStates>
        {
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.GOTO_CONNECT), MenuStates.MENU_CONNECT},
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.GOTO_SETUP), MenuStates.MENU_SETUP },
            {new MenuTransitions(MenuStates.MENU_MAIN, MenuCommands.QUIT_APPLICATION), MenuStates.MENU_QUITTING},
            {new MenuTransitions(MenuStates.MENU_CONNECT, MenuCommands.GOTO_MAIN), MenuStates.MENU_MAIN},

            {new MenuTransitions(MenuStates.MENU_CONNECT, MenuCommands.CONNECT_CLIENT), MenuStates.CONNECT_CONNECTING_TO_SERVER},

            {new MenuTransitions(MenuStates.MENU_SETUP, MenuCommands.GOTO_MAIN), MenuStates.MENU_MAIN},
            {new MenuTransitions(MenuStates.MENU_SETUP, MenuCommands.SETUP_HOST), MenuStates.SETUP_STARTING_HOST},
            {new MenuTransitions(MenuStates.MENU_SETUP, MenuCommands.SETUP_SERVER), MenuStates.SETUP_STARTING_SERVER}
        };

        enumParse = new Dictionary<string, MenuCommands>
        {
            {"goto connect menu", MenuCommands.GOTO_CONNECT },
            {"goto setup menu", MenuCommands.GOTO_SETUP },
            {"goto main menu", MenuCommands.GOTO_MAIN },
            {"quit application", MenuCommands.QUIT_APPLICATION },
            {"setup host", MenuCommands.SETUP_HOST },
            {"setup server", MenuCommands.SETUP_SERVER },
            {"connect to server", MenuCommands.CONNECT_CLIENT}
        };

        Debug.Log("Curr state = " + CurrentState);
 private void ParseMenuAction()
 {
     if (this.MenuState == MenuStates.Main)
     {
         if (MenuIndex == 0)
         {
             //Start game
             GameState = gameStates.Play;
         }
         else if (MenuIndex == 1)
         {
             //About page
             this.MenuState = MenuStates.About;
         }
         else if (MenuIndex == 2)
         {
             //Exit
             this.Exit();
         }
     }
     else if (this.MenuState == MenuStates.About)
     {
         MenuIndex = 1;
         this.MenuState = MenuStates.Main;
     }
 }
Esempio n. 58
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 // Use this for initialization
 void Start()
 {
     currentState = MenuStates.Main;
     spriteRenderer = GetComponent<SpriteRenderer>();
     spriteRenderer.renderer.sortingLayerID = 5;
 }
Esempio n. 59
0
        public TornadoGame.GameState Update(float elapsedMilliseconds)
        {
            if (State == MenuStates.Menu)
            {
                // change selected item if up or down pressed
                if (Input.KeysHit.Contains(Keys.Up))
                    SelectedItem--;
                if (Input.KeysHit.Contains(Keys.Down))
                    SelectedItem++;
                if (Paused)
                {
                    if (SelectedItem > MenuItems.Info)
                        SelectedItem = MenuItems.Resume;
                    if (SelectedItem < MenuItems.Resume)
                        SelectedItem = MenuItems.Info;
                }
                else
                {
                    if (SelectedItem > MenuItems.Info)
                        SelectedItem = MenuItems.NewGame;
                    if (SelectedItem < MenuItems.NewGame)
                        SelectedItem = MenuItems.Info;
                }

                // test for selection choice
                if (Input.KeysHit.Contains(Keys.Enter))
                {
                    if (SelectedItem == MenuItems.Resume)
                    {
                        Paused = false;

                        return TornadoGame.GameState.InGame;
                    }
                    else if (SelectedItem == MenuItems.NewGame)
                    {
                        Game.LevelIndex = 0;
                        return TornadoGame.GameState.NewGame;
                    }
                    else if (SelectedItem == MenuItems.LoadLevel)
                    {
                        State = MenuStates.LoadLevel;

                        LevelConfigs = XmlSettingsFile.LevelConfigs;
                    }
                    else if (SelectedItem == MenuItems.Info)
                        State = MenuStates.Info;
                }

                if (Input.KeysHit.Contains(Keys.F1))
                {
                    Game.CreditsY = Game.WindowHeight;
                    return TornadoGame.GameState.Complete;
                }

                if (Input.KeysHit.Contains(Keys.Escape))
                    return TornadoGame.GameState.Quit;

            }
            else if (State == MenuStates.LoadLevel)
            {
                if (Input.KeysHit.Contains(Keys.Escape))
                    State = MenuStates.Menu;

                // change selected item if up or down pressed
                if (Input.KeysHit.Contains(Keys.Up))
                    SelectedLevel--;
                if (Input.KeysHit.Contains(Keys.Down))
                    SelectedLevel++;
                if (SelectedLevel > LevelConfigs.Count - 1)
                    SelectedLevel = 0;
                if (SelectedLevel < 0)
                    SelectedLevel = LevelConfigs.Count - 1;

                // test for selection choice
                if (Input.KeysHit.Contains(Keys.Enter))
                {
                    Game.LevelIndex = SelectedLevel;
                    State = MenuStates.Menu;
                    return TornadoGame.GameState.NewGame;
                }
            }
            else if (State == MenuStates.Info)
            {
                if (Input.KeysHit.Contains(Keys.Escape))
                    State = MenuStates.Menu;
            }

            CursorTimeSinceLastFrame += elapsedMilliseconds;

            return Game.State;
        }
Esempio n. 60
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 public void OnBack()
 {
     Debug.Log("You pressed back to Main Menu");
     currentstate = MenuStates.Main;
 }