private void Start() { CursorStateModifier.ModifyCursorState(false); this.startGameButton = this.startGameButtonGameObject.GetComponent <Button>(); this.startGameButton.onClick.AddListener(StartGame); this.continueGameButton = this.continueGameButtonGameObject.GetComponent <Button>(); this.continueGameButton.onClick.AddListener(ContinueGame); this.optionsButton = this.optionsButtonGameObject.GetComponent <Button>(); this.optionsButton.onClick.AddListener(OpenOptionsMenu); //Hide panel until about button is pressed this.aboutPanelGameObject.SetActive(false); this.aboutButton = this.aboutButtonGameObject.GetComponent <Button>(); this.aboutButton.onClick.AddListener(delegate { DisplayAboutPanel(true); }); this.quitAboutButton = this.quitAboutButtonGameObject.GetComponent <Button>(); this.quitAboutButton.onClick.AddListener(delegate { DisplayAboutPanel(false); }); this.quitButton = this.quitButtonGameObject.GetComponent <Button>(); this.quitButton.onClick.AddListener(QuitApplication); }
private void HandleCharacterStatisticsDoneButton() { if (this.pointsLeft == 0) { SceneManager.LoadScene("AutumnForest"); CursorStateModifier.ModifyCursorState(true); } else { this.pointsLeftWarningLabelGameObject.SetActive(true); } }
protected override void OnUpdate() { this.currentTime += Time.DeltaTime; bool hasChanged = false; if (this.currentTime >= TimeoutInterval) { this.Entities .WithAll <PlayerTag>() .ForEach((DynamicBuffer <InputData> inputBuffer, ref PlayerInfo playerInfo) => { for (int i = 0; i < inputBuffer.Length; ++i) { InputData input = inputBuffer[i]; if (input.OpenCloseInventory) { //If its turned on and user presses the 0pen/Close input again, then close the menu if (playerInfo.OpenInventoryFromInputData) { playerInfo.OpenInventoryFromInputData = false; hasChanged = true; //When closing the inventory lock the cursor CursorStateModifier.ModifyCursorState(true); } //Else its turned off and user presses the 0pen/Close input again, then open the menu else { playerInfo.OpenInventoryFromInputData = true; hasChanged = true; //As long as the inventory is open allow the cursor to be moved and visible CursorStateModifier.ModifyCursorState(false); } } } }).Run(); } if (hasChanged) { this.currentTime = 0f; } }