void OnEnable() { isGameOver = true; HUDbuttons.SetActive(false); SaveLoadPrefs.Load(); StartCoroutine(MusicSettings.TurnOffMusic()); StartCoroutine(Display()); }
//returns the player from the current menu to the previous menu public void Return() { if (!isPlaying) {//checking if an animation is playing before accessing another menu isPlaying = true; _audio.pitch = 1.2f; _audio.PlayOneShot(select, SFXvolume); switch (curMenu) { default: break; case CurMenu.Options: menusAnim.Play("CloseOptions"); curMenu = CurMenu.Pause; StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenPauseMenus")); break; case CurMenu.Audio: menusAnim.Play("CloseAudio"); curMenu = CurMenu.Options; StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions")); break; case CurMenu.Video: PlayerPrefs.SetInt("brightnessSlider", (int)GameObject.Find("Canvas/Pause/Menus/VideoMenus/Brightness/Slider").GetComponent <Slider>().value); menusAnim.Play("CloseVideo"); curMenu = CurMenu.Options; StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions")); break; case CurMenu.Quit: menusAnim.Play("CloseQuit"); curMenu = CurMenu.Pause; StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenPauseMenus")); break; case CurMenu.Controls: menusAnim.Play("CloseControls"); curMenu = CurMenu.Options; StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions")); break; case CurMenu.Reset: goto case CurMenu.Quit; } } SaveLoadPrefs.Save(); }
void Start() { curMenu = CurMenu.Pause; //just to avoid any null references for the static variable, we're going to find the audio source _audio = gameObject.GetComponent <AudioSource>(); AudioSource music = GameObject.Find("AudioManager/Music").GetComponent <AudioSource>(); MusicScript.auSource = music; //setting defaults difficulty = Difficulty.Normal; gameSpeed = GameSpeed.Slow; resolution = Resolution.Fullscreen; scaleTime = 1f; SFXvolume = .8f; //loading all player prefs SaveLoadPrefs.Load(); }
// Use this for initialization void Start() { SaveLoadPrefs.Load(); canSelect = true; au.volume = PauseMenus.SFXvolume; //Time.timeScale = PauseMenus.gameSpeed; myEvent = GameObject.Find("Canvas/EventSystem").GetComponent <UnityEngine.EventSystems.EventSystem>(); //finding all butons within the menu Transform menu = gameObject.transform; foreach (Transform child in menu) { button.Add(child.gameObject); } myEvent.SetSelectedGameObject(button[0]); GameObject.Find("Canvas/Menus/GameTitle").GetComponent <Animator>().Play("Intro", 0, 0); GameObject.Find("Canvas/Menus").GetComponent <Animator>().Play("Introduction", 0, 0); Animator anim = GameObject.Find("Canvas/Background").GetComponent <Animator>(); anim.speed = 1; anim.Play("FromBlack", 0, 0); }