/// <summary> /// A function to get the singleton instance of the class, or create it if id doesnt /// exist. /// </summary> /// <returns>SelectionScreen</returns> public static SelectionScreen SelectionScreenInstance() { if (selectionScreen == null) { selectionScreen = new SelectionScreen(); } return(selectionScreen); }
// Use this for initialization void Awake() { if (Instance == null) { Instance = this; } y = 0; x = 0; }
private static void SelectionScreen() { // clear current childrens Global.CurrentScreen.Children.Clear(); _logoConsole = new LogoConsole(110, 6); _logoConsole.Position = new Point(2, 1); _selectionScreen = new SelectionScreen(_controller, 110, 25); _selectionScreen.Position = new Point(2, 9); // Set our new console as the thing to render and process Global.CurrentScreen.Children.Add(_logoConsole); Global.CurrentScreen.Children.Add(_selectionScreen); }
private static void Update(GameTime time) { // As an example, we'll use the F5 key to make the game full screen if (Global.KeyboardState.IsKeyReleased(Keys.F5)) { Settings.ToggleFullScreen(); } else if (Global.KeyboardState.IsKeyReleased(Keys.Escape)) { Game.Instance.Exit(); } //return; // Called each logic update. switch (_state) { case SadGuiState.Start: _state = LoadBlocksAsync(); return; case SadGuiState.Action: return; case SadGuiState.Login: _state = !_controller.IsWalletCreated ? CreateWallet() : Unlock(); return; case SadGuiState.Mnemoic: _state = ShowMnemonic(); break; case SadGuiState.Selection: if (_selectionScreen == null) { if (_playScreen != null) { _playScreen.IsVisible = false; } _playScreen = null; SelectionScreen(); break; } _selectionScreen.ProcessKeyboard(Global.KeyboardState); _state = _selectionScreen.GetState(); break; case SadGuiState.Play: if (_playScreen == null) { if (_selectionScreen != null) { _selectionScreen.IsVisible = false; } _selectionScreen = null; PlayScreen(); break; } _playScreen.ProcessKeyboard(Global.KeyboardState); _state = _playScreen.GetState(); break; case SadGuiState.Fatalerror: _state = Warning("A fatal error happend!", true); break; case SadGuiState.Quit: Game.Instance.Exit(); break; } }
private static void Update(GameTime time) { // As an example, we'll use the F5 key to make the game full screen if (Global.KeyboardState.IsKeyReleased(Microsoft.Xna.Framework.Input.Keys.F5)) { Settings.ToggleFullScreen(); } else if (Global.KeyboardState.IsKeyReleased(Microsoft.Xna.Framework.Input.Keys.Escape)) { SadConsole.Game.Instance.Exit(); } //return; // Called each logic update. switch (_state) { case SadGuiState.START: _state = LoadBlocksAsync(); return; case SadGuiState.ACTION: return; case SadGuiState.LOGIN: if (!_controller.IsWalletCreated) { _state = CreateWallet(); } else { _state = Unlock(); } return; case SadGuiState.MNEMOIC: _state = ShowMnemoic(); break; case SadGuiState.SELECTION: if (_selectionScreen == null) { _playScreen = null; SelectionScreen(); _selectionScreen.Init(); break; } _selectionScreen.ProcessKeyboard(Global.KeyboardState); _state = _selectionScreen.GetState(); break; case SadGuiState.PLAY: if (_playScreen == null) { _selectionScreen = null; PlayScreen(); break; } _playScreen.ProcessKeyboard(Global.KeyboardState); _state = _playScreen.GetState(); break; case SadGuiState.FATALERROR: _state = Warning("A fatal error happend!", true); break; case SadGuiState.QUIT: SadConsole.Game.Instance.Exit(); break; } }
private void Start() { selectionScreen = transform.root.GetComponent <SelectionScreen>(); }