void Start() { //m_PlayerInputsHandler = FindObjectOfType<PlayerInputHandler>(); //DebugUtility.HandleErrorIfNullFindObject<PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); if (PlayerPrefs.GetInt(FirstPlay) == 0) { PlayerPrefs.SetInt(BackgroundPref, 1); PlayerPrefs.SetInt(FirstPlay, -1); } UpdateSound(); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); //DebugUtility.HandleErrorIfNullFindObject<FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); musicToggle.isOn = PlayerPrefs.GetInt(BackgroundPref) == 1 ? true : false; musicToggle.onValueChanged.AddListener(OnMusicToggleChanged); }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); // CAll ScreenManager ScreenManager.Draw(spriteBatch); // Draw FPS if steting enable if (Settings.Default.ShowFPS) { deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; FramerateCounter.Update(deltaTime); stringBuilder.Clear(); stringBuilder.Append("FPS : "); stringBuilder.Append(FramerateCounter.AverageFramesPerSecond.ToString("F")); spriteBatch.DrawString(Jacklane, stringBuilder, new Vector2(1020, 10), Color.Yellow); } // CALL ScreenTransition effect ScreenTransitions.Draw(spriteBatch); // Draw cursor in game spriteBatch.Draw(Cursor, InputManager.GetMousePosition(), Color.White); spriteBatch.End(); base.Draw(gameTime); }
void Start() { framerateCounter = GetComponent <FramerateCounter>(); SetProperStartQuality(); framerateCounter.ResetTimeLeft(); framerateCounter.onFramerateCalculated.AddListener(OnFramerateUpdated); ResetQualityDowngradeTimer(); }
private void Update() { if (!m_FramerateCounter) { m_FramerateCounter = FindObjectOfType <FramerateCounter>(); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); } if (!m_PlayerInputsHandler) { } // Lock cursor when clicking outside of menu if (!menuRoot.activeSelf) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } // if(Input.GetKeyDown(KeyCode.Escape)) // { // Cursor.lockState = CursorLockMode.None; // Cursor.visible = true; // } if (bIsPaused) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; menuRoot.SetActive(true); } else { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; menuRoot.SetActive(false); } // if (Input.GetButtonDown(GameConstants.k_ButtonNamePauseMenu) // || (menuRoot.activeSelf && Input.GetButtonDown(GameConstants.k_ButtonNameCancel))) // { // if (controlImage.activeSelf) // { // controlImage.SetActive(false); // return; // } // SetPauseMenuActivation(!menuRoot.activeSelf); // } // if (Input.GetAxisRaw(GameConstants.k_AxisNameVertical) != 0) // { // if (EventSystem.current.currentSelectedGameObject == null) // { // EventSystem.current.SetSelectedGameObject(null); // lookSensitivitySlider.Select(); // } // } }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerCharacterController = FindObjectOfType <PlayerCharacterController>(); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); // if the user saved a value if (GlobalPlayerSettings.lookSensitivity > 0) { // change slider to saved value lookSensitivitySlider.value = GlobalPlayerSettings.lookSensitivity; // change player sensivity to saved value m_PlayerInputsHandler.lookSensitivity = GlobalPlayerSettings.lookSensitivity; } else { // default is 1 lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; } lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); runSpeedSlider.value = m_PlayerCharacterController.maxSpeedOnGround; runSpeedSlider.onValueChanged.AddListener(OnRunSpeedChanged); jumpForceSlider.value = m_PlayerCharacterController.jumpForce; jumpForceSlider.onValueChanged.AddListener(OnJumpForceChanged); gravitySlider.value = m_PlayerCharacterController.gravityDownForce; gravitySlider.onValueChanged.AddListener(OnGravityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); m_Music = FindObjectOfType <Music>(); // check box to saved value musicToggle.isOn = Music.isPlaying; // toggle music m_Music.isOn(Music.isPlaying); musicToggle.onValueChanged.AddListener(OnMusicChanged); m_Timer = FindObjectOfType <Timer>(); menuRoot.SetActive(false); // if the user saved a value if (GlobalLookSensitivity.lookSensitivity > 0) { // change slider to saved value lookSensitivitySlider.value = GlobalLookSensitivity.lookSensitivity; // change player sensivity to saved value m_PlayerInputsHandler.lookSensitivity = GlobalLookSensitivity.lookSensitivity; } else { // default is 1 lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; } lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
void Start() { //m_PlayerInputsHandler = FindObjectOfType<PlayerInputHandler>(); //DebugUtility.HandleErrorIfNullFindObject<PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); //DebugUtility.HandleErrorIfNullFindObject<FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
public void OnEnable() { mTarget = target as FramerateCounter; }