Quit() public static method

public static Quit ( ) : void
return void
Esempio n. 1
0
        protected override void OnClosing(CancelEventArgs e)
        {
            base.OnClosing(e);

            if (_onForceClosing)
            {
                return;
            }

            var result = MessageBox.Show(
                "Shutdown server?",
                "Shutdown",
                MessageBoxButtons.YesNo,
                MessageBoxIcon.Exclamation
                );

            if (result == DialogResult.Yes)
            {
                UnityApplication.Quit();
            }
            else
            {
                e.Cancel = true;
            }
        }
Esempio n. 2
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 private void InputHandler()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         Application.Quit();
     }
 }
    public void ConfirmQuit()
    {
        var dialogResult = MessageBox.Show("really want exit game ?", "system message", MessageBoxButtons.OKCancel, MessageBoxIcon.Question);

        if (dialogResult == DialogResult.OK)
        {
            Application.CancelQuit();
            //TODO write you logic method

            Application.Quit();
        }
    }
Esempio n. 4
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    override protected void onSelect()
    {
        switch (this.getCurrentOpt())
        {
        case 0:
            this.LoadLevel(1);
            break;

        case 1:
            this.LoadScene("scenes/000-game-controller/LevelSelect");
            break;

        case 2:
            this.LoadScene("scenes/000-game-controller/Options");
            break;

        case 3:
            App.Quit();
            break;
        }
    }
Esempio n. 5
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 public void ExitGame()
 {
     Application.Quit();
 }
Esempio n. 6
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 public void MenuExit()
 {
     MenuExitText.text = "Exit Pressed";
     Application.Quit();
 }
Esempio n. 7
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 public void QuitButton_OnClick()
 {
     // todo: Prompt do you want to save?
     Application.Quit();
 }
    // Update is called once per frame
    void Update()
    {
        // Determines what scene it is, and if the appropiate input is made, moves to the next Scene

        Scene m_scene = SceneManager.GetActiveScene();

        // Checks for the WinCondition to be fufilled in the PlayerController Script
        if (m_scene.name == "MainMenu")
        {
            //if (Input.GetKeyDown(KeyCode.Space) && p.WinState)
            if (Input.GetKeyDown(KeyCode.Space))
            {
                SceneManager.LoadScene(1);
            }
        }

        // This code checks the game every frame to during the Game scene to see if the lose condition has been activated.
        // If it has, it store the name and sprite of the winning / losing player and change to the game over screen
        else if (m_scene.name == "Game" && player2.getScore() == 5)
        {
            winningPlayerName = "Player 1";
            losingPlayerName  = "Player 2";
            winningPlayer     = player2.up;
            losingPlayer      = player1.up;
            SceneManager.LoadScene(2);
        }

        else if (m_scene.name == "Game" && player1.getScore() == 5)
        {
            winningPlayerName = "Player 2";
            losingPlayerName  = "Player 1";
            winningPlayer     = player1.up;
            losingPlayer      = player2.up;
            SceneManager.LoadScene(2);
        }

        // This code stores a few situational conditions in the game over screen, altering the images depending on who won.
        else if (m_scene.name == "GameOver")
        {
            // This code sets the images properly for the game over screen
            winningPlayerHead.sprite  = winningPlayer;
            winningPlayerHead2.sprite = winningPlayer;
            losingPlayerHead.sprite   = losingPlayer;

            // This code sets the text and color of the game over screen middle
            playerVictory.text = winningPlayerName;
            playerLoss.text    = losingPlayerName;

            if (winningPlayerName == "Player 1")
            {
                playerVictory.color = Color.green;
                playerLoss.color    = Color.magenta;
            }
            else
            {
                playerVictory.color = Color.magenta;
                playerLoss.color    = Color.green;
            }

            // Finally, this last piece of coat allows us to return to the main menu
            if (Input.GetKeyDown(KeyCode.Space))
            {
                SceneManager.LoadScene(0);
            }
        }

        // This gives the game a "quit" button by pressing Escape. If it is pressed outside of main menu, it returns you to main menu
        if (Input.GetKey("escape"))
        {
            if (m_scene.name == "MainMenu")
            {
                Application.Quit();
            }

            else
            {
                SceneManager.LoadScene(0);
            }
        }
    }
Esempio n. 9
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 public void Button_Close()
 {
     Application.Quit();
 }