コード例 #1
0
    public void SelectPreviousMenu()
    {
        MainMenuStates PreviousMenuState = MainMenuStates.EmptyState;

        switch (_CurrentMainMenuState)
        {
        case MainMenuStates.StartGameState:
            PreviousMenuState = MainMenuStates.EmptyState;
            break;

        case MainMenuStates.OptionsState:
            PreviousMenuState = MainMenuStates.StartGameState;
            break;

        case MainMenuStates.ExitGameState:
            PreviousMenuState = MainMenuStates.StartGameState;
            break;

        case MainMenuStates.PlayersSelectionState:
            PreviousMenuState = MainMenuStates.StartGameState;
            break;

        case MainMenuStates.SelectGameTypeState:
            PreviousMenuState = MainMenuStates.PlayersSelectionState;
            break;

        case MainMenuStates.EmptyState:
            PreviousMenuState = MainMenuStates.EmptyState;
            break;
        }

        _SelectMenu(PreviousMenuState);
    }
コード例 #2
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        public override MainMenuStates Tick()
        {
            MainMenuStates aux = this._nextState;

            this._nextState = MainMenuStates.Null;
            return(aux);
        }
コード例 #3
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ファイル: GameManager.cs プロジェクト: ToxicMask/Gamecine
        private void Start()
        {
            currentState = MainMenuStates.TitleScreen;

            // Execute Title Screen
            ChangeStateAndExecute(currentState);
        }
コード例 #4
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 public void AttachAllObjectsToParent()
 {
     center.gameObject.transform.parent = parentForMovement;
     top.gameObject.transform.parent    = parentForMovement;
     bot.gameObject.transform.parent    = parentForMovement;
     start.gameObject.transform.parent  = parentForMovement;
     mystate = MainMenuStates.moveEverythingDown;
 }
コード例 #5
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        private void SwitchToNewState(MainMenuStates nextState)
        {
            CurentState?.ExitState();

            CurentState = _availableStates[nextState];

            CurentState?.EnterState();

            OnStateChanged?.Invoke(CurentState);
        }
コード例 #6
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	void EnableObjects(MainMenuStates p_futureState)
	{
		//Desativa o gerenciador de estado anterior
		panelsList [(int)currentState].SetActive (false);
		statesGOList [(int)currentState].SetActive (false);

		currentState = p_futureState;

		//Ativa o proximo gerenciador de estado
		panelsList [(int)currentState].SetActive (true);
		statesGOList [(int)currentState].SetActive (true);
	}
コード例 #7
0
ファイル: MainMenu.cs プロジェクト: nothing2c/Sworderlands
    new void Awake()
    {
        // Used to get the reference to the player
        base.Awake();

        currentMenu  = menu;
        currentState = MainMenuStates.menu;

        // Disable all other CanvasGroups
        disableMenu(characterSelect);
        disableMenu(customize);
        disableMenu(options);
    }
コード例 #8
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    private MenuState _GetMenuStateByType(MainMenuStates SearchType)
    {
        MenuState SearchMenuState = null;

        foreach (MenuState FetchMenuState in MenuStatesList)
        {
            if (FetchMenuState.Type == SearchType)
            {
                SearchMenuState = FetchMenuState;
            }
        }

        return(SearchMenuState);
    }
コード例 #9
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ファイル: GameManager.cs プロジェクト: ToxicMask/Gamecine
        public void ChangeStateAndExecute(MainMenuStates newState)
        {
            currentState = newState;

            switch (currentState)
            {
            case MainMenuStates.TitleScreen:
                DisplayTitleScreen();
                break;

            case MainMenuStates.MinigameSelection:
                DisplaySelectionScreen();
                break;
            }
        }
コード例 #10
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        private void SwitchState(MainMenuStates state)
        {
            switch (state)
            {
            case MainMenuStates.MainMenu:
                _mainMenu.SetActive(true);
                _settingsMenu.SetActive(false);
                break;

            case MainMenuStates.SettingsMenu:
                _mainMenu.SetActive(false);
                _settingsMenu.SetActive(true);
                break;
            }
        }
コード例 #11
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ファイル: MainMenu.cs プロジェクト: eslamalmohandes/public
 void OnGUI()
 {
     if (MainMenuState == MainMenuStates.MainMenu)
     {
         GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), mainmenu);
         if (GUI.Button(new Rect(416f / 1024 * Screen.width, 460f / 768 * Screen.height,
             310f / 1024 * Screen.width, 214f / 768 * Screen.height), play))
         {
             MainMenuState = MainMenuStates.Story;
             StartCoroutine("show2");
         }
     }
     else
     {
         GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), story);
     }
 }
コード例 #12
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    // Private Functions

    private void _SelectMenu(MainMenuStates SelectedType)
    {
        MenuState NewSelectedMenuState = _GetMenuStateByType(SelectedType);

        if (NewSelectedMenuState != null)
        {
            MenuState CurrentSelectedMenuState = _GetMenuStateByType(_CurrentMainMenuState);
            if (CurrentSelectedMenuState != null)
            {
                CurrentSelectedMenuState.ShowMenuPanel(false);
            }
            NewSelectedMenuState.ShowMenuPanel(true);

            _PreviousMainMenuState = _CurrentMainMenuState;
            _CurrentMainMenuState  = SelectedType;
        }
    }
コード例 #13
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        private void Update()
        {
            if (CurentState == null)
            {
                CurentState = _availableStates.Values.First();
                CurentState.EnterState();
            }

            MainMenuStates nextState = CurentState.Tick();

            Debug.Log(CurentState);

            PreviousState = CurentState;

            if (nextState != MainMenuStates.Null && _availableStates[nextState]?.GetType() != CurentState?.GetType())
            {
                SwitchToNewState(nextState);
            }
        }
コード例 #14
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	//Altera o estado atual
	public void ChangeToState (MainMenuStates p_futureState)
	{
		if (currentState == p_futureState)
			return;
		EnableObjects (p_futureState);
	}
コード例 #15
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 public void AttachAllObjectsToParentPart2()
 {
     diamond.gameObject.transform.parent = parentForMovement;
     mystate = MainMenuStates.moveEverythingDown2;
 }
コード例 #16
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ファイル: MainMenu.cs プロジェクト: eslamalmohandes/public
 // Use this for initialization
 void Start()
 {
     MainMenuState = MainMenuStates.MainMenu;
     story = story1;
 }
コード例 #17
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    public void Update()
    {
        if (mystate == MainMenuStates.titlecenter)
        {
            center.color = new Color(center.color.r, center.color.g, center.color.b, center.color.a + (Time.deltaTime / 3));
            if (center.color.a >= 1)
            {
                mystate = MainMenuStates.top;
            }
        }
        else if (mystate == MainMenuStates.top)
        {
            if (delay <= 0.5f)
            {
                delay += Time.deltaTime;
            }
            else
            {
                top.fillAmount += Time.deltaTime * 2.5f;
                if (top.fillAmount >= 0.99f)
                {
                    top.fillAmount = 1;
                    delay          = 0;
                    mystate        = MainMenuStates.bot;
                }
            }
        }
        else if (mystate == MainMenuStates.bot)
        {
            if (delay <= 0.5f)
            {
                delay += Time.deltaTime;
            }
            else
            {
                bot.fillAmount += Time.deltaTime * 2.5f;
                if (bot.fillAmount >= 0.99f)
                {
                    bot.fillAmount = 1;
                    delay          = 0;
                    mystate        = MainMenuStates.waitingForStart;
                }
            }
        }
        else if (mystate == MainMenuStates.waitingForStart)
        {
            if (delay <= 0.5f)
            {
                delay += Time.deltaTime;
            }
            else
            {
                blink += Time.deltaTime;
                if (blink > 1.0f)
                {
                    blink = 0;
                    if (start.color.a > 0)
                    {
                        Color temp = new Color(1, 1, 1, 0);
                        start.color = temp;
                    }
                    else
                    {
                        Color temp = new Color(1, 1, 1, 1);
                        start.color = temp;
                    }
                }
            }

            if (InputManager.IsStartPressed)
            {
                AttachAllObjectsToParent();
                AudioManager._AUDIOMANAGER.playSound("PointCollect3");
            }
        }
        else if (mystate == MainMenuStates.moveEverythingDown)
        {
            accelMovement += Time.deltaTime * 125;
            parentForMovement.localPosition = new Vector3(parentForMovement.localPosition.x, parentForMovement.localPosition.y - (Time.deltaTime * 50 * accelMovement), parentForMovement.localPosition.z);
            if (parentForMovement.localPosition.y <= -1000)
            {
                mystate = MainMenuStates.bringinCorners;
                delay   = 1000;
            }
        }
        else if (mystate == MainMenuStates.bringinCorners)
        {
            delay -= Time.deltaTime * 1000;
            if (delay <= 0)
            {
                delay   = 0;
                mystate = MainMenuStates.playersAbleToJoin;
                diamond.SetActive(true);
                foreach (CornerSlide corner in corners)
                {
                    corner.FadeIn();
                    corner.gameObject.SetActive(true);
                }
            }
        }
        else if (mystate == MainMenuStates.playersAbleToJoin)
        {
            //If player one presses A, turn on green sprite upper left. upperLeftCorner.sprite = lit;
            //Player presses start to go to next screen.
            if (InputManager.IsP1GreenDown)
            {
                corners [0].Corner();
                GameManager._GAMEMANAGER.SetPlayerJoined(1, true);
            }

            if (InputManager.IsP2GreenDown)
            {
                corners [1].Corner();
                GameManager._GAMEMANAGER.SetPlayerJoined(2, true);
            }

            if (InputManager.IsP3GreenDown)
            {
                corners [2].Corner();
                GameManager._GAMEMANAGER.SetPlayerJoined(3, true);
            }

            if (InputManager.IsP4GreenDown)
            {
                corners [3].Corner();
                GameManager._GAMEMANAGER.SetPlayerJoined(4, true);
            }



            if (InputManager.IsP1RedDown)
            {
                corners [0].Center();
                GameManager._GAMEMANAGER.SetPlayerJoined(1, false);
            }

            if (InputManager.IsP2RedDown)
            {
                corners [1].Center();
                GameManager._GAMEMANAGER.SetPlayerJoined(2, false);
            }

            if (InputManager.IsP3RedDown)
            {
                corners [2].Center();
                GameManager._GAMEMANAGER.SetPlayerJoined(3, false);
            }

            if (InputManager.IsP4RedDown)
            {
                corners [3].Center();
                GameManager._GAMEMANAGER.SetPlayerJoined(4, false);
            }

            if (InputManager.IsStartPressed)
            {
                AttachAllObjectsToParentPart2();
                AudioManager._AUDIOMANAGER.playSound("UISelect");
            }

            accelMovement = 0;
        }
        else if (mystate == MainMenuStates.moveEverythingDown2)
        {
            accelMovement += Time.deltaTime * 125;
            parentForMovement.localPosition = new Vector3(parentForMovement.localPosition.x, parentForMovement.localPosition.y - (Time.deltaTime * 50 * accelMovement), parentForMovement.localPosition.z);
            if (parentForMovement.localPosition.y <= -2000)
            {
                mystate = MainMenuStates.roundNum;
                roundSelecter.SetActive(true);
            }
        }
        else if (mystate == MainMenuStates.roundNum)
        {
            if (roundsSelected == false)
            {
                ActivateRounds();
            }
            if (InputManager.IsP1BlueDown || InputManager.IsP2BlueDown || InputManager.IsP3BlueDown || InputManager.IsP4BlueDown)
            {
                DecreaseRound();
                AudioManager._AUDIOMANAGER.playSound("PointCollect1");
            }

            if (InputManager.IsCancelPressed)
            {
                IncreaseRound();
                AudioManager._AUDIOMANAGER.playSound("PointCollect1");
            }
            //if they press left, decrease
            //If they press a or start move to next step. int numrounds is the final selection

            if (InputManager.IsStartPressed)
            {
                mystate = MainMenuStates.tutorial;
                AudioManager._AUDIOMANAGER.playSound("UISelect");
                currrentTut = 1;
                delay       = 0;
            }

            if (InputManager.IsSubmitPressed)
            {
                mystate = MainMenuStates.tutorial;
                AudioManager._AUDIOMANAGER.playSound("UISelect");
                currrentTut = 1;
                delay       = 0;
            }
        }
        else if (mystate == MainMenuStates.tutorial)
        {
            tutorial.SetActive(true);
            //Press a to start match
            if (delay < 1)
            {
                delay += Time.deltaTime * 2;
                if (delay >= 1)
                {
                    delay = 1;
                }
                tutorialScreens [currrentTut - 1].color = new Color(1, 1, 1, delay);
            }
            else
            {
                if (InputManager.IsSubmitPressed)
                {
                    NextTutorialScreen();
                }
            }
        }
    }
コード例 #18
0
    // Public Functions

    public void SelectMenu(MainMenuStates SelectedType)
    {
        _SelectMenu(SelectedType);
    }
コード例 #19
0
ファイル: MainMenu.cs プロジェクト: nothing2c/Sworderlands
 /// <summary>
 /// Sets currentState with a MainMenuState
 /// </summary>
 public static void setCurrentState(MainMenuStates state)
 {
     currentState = state;
 }
コード例 #20
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 public virtual void ChangeState(MainMenuStates nextState)
 {
     this._nextState = nextState;
 }
コード例 #21
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 public BaseState(GameObject canvas)
 {
     _canvasObject = canvas;
     _nextState    = MainMenuStates.Null;
 }