private void Start() { manager = GameObject.FindWithTag("TileManager").GetComponent <ConveyorManager>(); sr = GetComponent <SpriteRenderer>(); mb = GameObject.FindObjectOfType <MenuBehaviour>(); startColor = sr.color; }
private void NewMenuRoot(MenuBehaviour pTargetRoot) { _rootMenu = pTargetRoot; _menuStack.Clear(); _animationStack.Clear(); }
public void GoToMenu(MenuTypes pMenu, MenuAnimation pAnimation = null) { if (pAnimation == null) { pAnimation = _defaultAnimation; } MenuBehaviour targetMenu = null; switch (pMenu) { case MenuTypes.STARTINGMENU: targetMenu = _startingMenu; break; case MenuTypes.MAINMENU: targetMenu = _mainMenu; GameManager.Instance.PlayLocationAnimation(); break; case MenuTypes.PRIESTDECISIONMENU: targetMenu = _priestDecisionMenu; break; case MenuTypes.FINALLETTERMENU: targetMenu = _finalLetterMenu; break; case MenuTypes.RESULTSCREEN: targetMenu = _resultScreen; break; } AnimateMenu(targetMenu, pAnimation); }
protected bool isExternal; //is it called from outside of the MenuBehaviour public MenuBehaviourCommand(MenuBehaviour menuBehaviour, Type type, bool isExternal = false) { this.menuBehaviour = menuBehaviour; this.type = type; this.isExternal = isExternal; //Debug.Log("Creating command " + type.ToString()); }
void CardComparison(List <int> cardsToCheck) { Card.FROZEN = true; //Tell cards to stop responding int state = 0; if (cards[cardsToCheck[0]].GetComponent <Card>().cardValue == cards[cardsToCheck[1]].GetComponent <Card>().cardValue) //If the cards are a match { state = 2; _pairs--; //Subtract the number of pairs left matchText.text = "Number of Matches: " + _pairs; if (_pairs == 0) //Win (no pairs left) { winSource.PlayOneShot(winSound); if (Users.CurrentUser == null) { MenuBehaviour.logs.Add(new GameLog("admin", System.DateTime.Now.ToString(), _score.ToString(), "n/a")); } else { MenuBehaviour.logs.Add(new GameLog(Users.CurrentUser.username, System.DateTime.Now.ToString(), _score.ToString(), "n/a")); } Debug.Log("Added to logs"); MenuBehaviour.SaveGameData(); StartCoroutine(GameOverPause(4)); } else //If not a win { matchSource.PlayOneShot(matchSound); } StartCoroutine(MatchPause(2, cards[cardsToCheck[0]], cards[cardsToCheck[1]])); //Delay for 2 seconds, then delete the matched cards } else { //Mismatch _score -= 40; scoreText.text = "Score: " + _score; if (_score <= 0) //LOSE { timeText.text = "Ellapsed Time: " + (Time.time - fire_start_time); FreezeAllCards(); gameOverText.text = "GAME OVER"; loseSource.PlayOneShot(loseSound); StartCoroutine(GameOverPause(4)); } else //Mismatch but not lose { mismatchSource.PlayOneShot(mismatchSound); } } for (int i = 0; i < cardsToCheck.Count; i++) //Update the states of the cards (if they're being checked or not) { cards[cardsToCheck[i]].GetComponent <Card>().state = state; cards[cardsToCheck[i]].GetComponent <Card>().falseCheck(); } }
void _DrawArray(SerializedProperty pArray) { GUILayout.Label("Menu interactions", EditorStyles.boldLabel); //3 for (int i = 0; i < pArray.arraySize; i++) { EditorGUILayout.BeginVertical(EditorStyles.helpBox); SerializedProperty animation = pArray.GetArrayElementAtIndex(i); UnityEngine.Object canvasGroup = animation.FindPropertyRelative("menu").objectReferenceValue; AnimationOption animationOption = (AnimationOption)animation.FindPropertyRelative("animation").enumValueIndex; SerializedProperty swipeDetection = animation.FindPropertyRelative("swipeDetection"); Ease ease = (Ease)animation.FindPropertyRelative("ease").enumValueIndex; GUILayout.Label("Destination settings", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(animation.FindPropertyRelative("menu")); if (canvasGroup == null) { if (GUILayout.Button("Remove menu interaction", EditorStyles.toolbarButton)) { MenuBehaviour menu = (MenuBehaviour)target; menu.animations.RemoveAt(i); } EditorGUILayout.EndVertical(); continue; } EditorGUILayout.PropertyField(animation.FindPropertyRelative("stackOptions")); GUILayout.Label("Animation settings", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(animation.FindPropertyRelative("animation")); if (animationOption != AnimationOption.INSTANT) { EditorGUILayout.PropertyField(animation.FindPropertyRelative("ease")); EditorGUILayout.PropertyField(animation.FindPropertyRelative("customCurve")); EditorGUILayout.PropertyField(animation.FindPropertyRelative("easeDuration")); if (animationOption != AnimationOption.FADEIN) { EditorGUILayout.PropertyField(animation.FindPropertyRelative("direction")); } } GUILayout.Label("Animation triggers", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(animation.FindPropertyRelative("triggerButton")); EditorGUILayout.PropertyField(animation.FindPropertyRelative("swipeDetection")); GUILayout.Space(5f); if (GUILayout.Button("Remove menu interaction", EditorStyles.toolbarButton)) { MenuBehaviour menu = (MenuBehaviour)target; menu.animations.RemoveAt(i); } EditorGUILayout.EndVertical(); GUILayout.Space(25f); } }
/// <summary> /// Gets reference to MenuBehaviour /// </summary> private void GetMenuBehaviour() { if (!menuBehaviour) { menuBehaviour = MenuBehaviour.menuBehaviour; } else { Debug.LogError("Can't find MenuBehaviour"); } }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <MenuBehaviour> .Create(graph, template); MenuBehaviour clone = playable.GetBehaviour(); clone.mainTrans = mainTrans.Resolve(graph.GetResolver()); clone.playTrans = playTrans.Resolve(graph.GetResolver()); clone.optionTrans = optionTrans.Resolve(graph.GetResolver()); return(playable); }
// Use this for initialization void Start() { ScriptPlayer = Player.GetComponent<PlayerBehaviour>(); var menu = GameObject.Find("Menu"); MenuScript = menu.GetComponent<MenuBehaviour>(); StartStage1(); Instance = this; }
/// <summary> /// Holds the object in every scene. /// </summary> private void HoldInEveryScene() { if (menuBehaviour == null) { DontDestroyOnLoad(gameObject); menuBehaviour = this; } else if (menuBehaviour != this) { Destroy(gameObject); DestroyStartMenu(); } }
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties. public override void ProcessFrame(Playable playable, FrameData info, object playerData) { int inputCount = playable.GetInputCount(); for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); ScriptPlayable <MenuBehaviour> inputPlayable = (ScriptPlayable <MenuBehaviour>)playable.GetInput(i); MenuBehaviour input = inputPlayable.GetBehaviour(); // Use the above variables to process each frame of this playable. } }
public void Back() { // If only one item is in the stack, go back to the root if (_menuStack.Count == 0) { return; } MenuAnimation lastAnimation = _animationStack.Peek(); MenuBehaviour lastMenu = LastMenu; // Invert last animation direction, in case it has one MenuAnimation invertedAnimation = new MenuAnimation(); switch (lastAnimation.direction) { case Direction.UP: invertedAnimation.direction = Direction.DOWN; break; case Direction.DOWN: invertedAnimation.direction = Direction.UP; break; case Direction.RIGHT: invertedAnimation.direction = Direction.LEFT; break; case Direction.LEFT: invertedAnimation.direction = Direction.RIGHT; break; default: break; } // Move back the last menu and its animation lastMenu.HideMenu(invertedAnimation); _menuStack.Pop(); _animationStack.Pop(); // Show the menu before that, in case it was slid back MenuBehaviour newMenu = LastMenu; newMenu.ShowMenu(invertedAnimation, lastMenu); if (newMenu == _startingMenu) { NewMenuRoot(newMenu); } }
public void GoToMenu(MenuBehaviour pTargetMenu, MenuAnimation pAnimation = null) { if (pAnimation == null) { pAnimation = _defaultAnimation; } if (!pTargetMenu.gameObject.activeSelf) { pTargetMenu.gameObject.SetActive(true); } AnimateMenu(pTargetMenu, pAnimation); }
void Start() { //debug // Network.InitializeServer(200,8081,true); cubesList = new GameObject[cubeNumber]; for(int i= 0; i<cubeNumber; ++i) { cubesList[i] = GameObject.Find("Cube_"+i); } stuartObj = GameObject.Find("Stuart"); targetObj = GameObject.Find ("Target"); soundManager = new SoundManager(); if(!Network.isServer) menuGui = GameObject.Find("UICamera").GetComponent<MenuBehaviour>(); }
void Start() { //debug // Network.InitializeServer(200,8081,true); cubesList = new GameObject[cubeNumber]; for (int i = 0; i < cubeNumber; ++i) { cubesList[i] = GameObject.Find("Cube_" + i); } stuartObj = GameObject.Find("Stuart"); targetObj = GameObject.Find("Target"); soundManager = new SoundManager(); if (!Network.isServer) { menuGui = GameObject.Find("UICamera").GetComponent <MenuBehaviour>(); } }
public override void OnInspectorGUI() { serializedObject.Update(); //EditorGUILayout.PropertyField(serializedObject.FindProperty("_animations"), true); EditorGUILayout.PropertyField(serializedObject.FindProperty("_canvasScaler")); EditorGUILayout.PropertyField(serializedObject.FindProperty("_canvasGroup")); EditorGUILayout.PropertyField(serializedObject.FindProperty("_canvasRect")); EditorGUILayout.BeginVertical(EditorStyles.helpBox); _DrawArray(serializedObject.FindProperty("animations")); if (GUILayout.Button("Add menu interaction")) { MenuBehaviour menu = (MenuBehaviour)target; menu.animations.Add(new MenuAnimation()); } EditorGUILayout.EndVertical(); serializedObject.ApplyModifiedProperties(); }
private void AnimateMenu(MenuBehaviour pTargetMenu, MenuAnimation pAnimation = null) { switch (pAnimation.animation) { case AnimationOption.INSTANT: if (LastMenu != null) { LastMenu.gameObject.SetActive(false); } pTargetMenu.gameObject.SetActive(true); break; case AnimationOption.FADEIN: pTargetMenu.FadeMenu(pAnimation, pAnimation.stackOptions.HasFlag(StackOptions.OVERLAY) ? null : LastMenu, true); break; case AnimationOption.FADEOUT: pTargetMenu.FadeMenu(pAnimation, pAnimation.stackOptions.HasFlag(StackOptions.OVERLAY) ? null : LastMenu, false); break; case AnimationOption.ANIMATE: pTargetMenu.ShowMenu(pAnimation, LastMenu); break; case AnimationOption.DISMISS: pTargetMenu.HideMenu(pAnimation); break; } if (pAnimation.stackOptions.HasFlag(StackOptions.PUSHTOSTACK)) { _menuStack.Push(pTargetMenu); _animationStack.Push(pAnimation); } if (pTargetMenu == _startingMenu || pAnimation.stackOptions.HasFlag(StackOptions.CLEARSTACK)) { NewMenuRoot(pTargetMenu); } }
public void ShowMenu(MenuAnimation pAnimation, MenuBehaviour pLastMenu) { // Enable GameObject gameObject.SetActive(true); // In case pLastMenu has an active tween, kill it. Elsewise place it out of frame. pLastMenu.activeTween.Kill(); _canvasRect.localPosition = -GetAnimationVector(pAnimation.direction); // Kill any previous animations on object activeTween.Kill(); activeTween = _canvasRect.DOLocalMove(Vector2.zero, pAnimation.easeDuration).OnComplete(() => { if (pLastMenu != null && !pAnimation.stackOptions.HasFlag(StackOptions.OVERLAY)) { pLastMenu.gameObject.SetActive(false); } }); // Apply DOTween Ease or custom Curve SetEase(activeTween, pAnimation); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Finish") { DataCollector inst = DataCollector.getInstance(); inst.endLevel(false); if (SceneManager.GetActiveScene().name == "Level10") { SceneManager.LoadScene("PostGameScene"); return; } MenuBehaviour menuScript = GameObject.FindWithTag("UIBehaviour").GetComponent <MenuBehaviour>(); menuScript.SaveProgress(); SceneManager.LoadScene("WinState"); } if (col.tag == "FallingTrigger") { col.GetComponentInParent <Rigidbody2D>().isKinematic = false; } }
public void FadeMenu(MenuAnimation pAnimation, MenuBehaviour pLastMenu, bool pFadeIn) { // In case pLastMenu has an active tween, kill it if (pLastMenu != null && pLastMenu.activeTween != null) { pLastMenu.activeTween.Kill(); } // Kill any previous animations on object activeTween.Kill(); // Enable GameObject gameObject.SetActive(true); // Check if alpha if 1, in case set it to 0; if (pFadeIn) { if (_canvasGroup.alpha > 0) { _canvasGroup.alpha = 0; } } activeTween = _canvasGroup.DOFade(pFadeIn ? 1 : 0, pAnimation.easeDuration).OnComplete(() => { if (pLastMenu != null) { pLastMenu.gameObject.SetActive(false); } if (!pFadeIn) { gameObject.SetActive(false); } }); // Apply DOTween Ease or custom Curve SetEase(activeTween, pAnimation); }
public void ShowPopup(string pPopupHeader, string pPopupBody, string pButtonText, Action pAction) { // Instantiate menu if _popupObject is non existent in scene if (_popupScript == null || _popupMenu == null) { // Instantiate the GameObject _popupMenu = Instantiate(_popupPrefab).GetComponent <MenuBehaviour>(); // Get popup script _popupScript = _popupMenu.GetComponentInChildren <Popup>(); } // Show the popup menu _popupMenu.FadeMenu(_popupAnimation, null, true); _InsidePopup = true; // Set text to popup _popupScript.buttonText.text = pButtonText; _popupScript.popupHeader.text = pPopupHeader; _popupScript.popupBody.text = pPopupBody; // Clear all previously used actions _popupScript.button.onClick.RemoveAllListeners(); // Add action to button onClick, also add the hiding of the menu _popupScript.button.onClick.AddListener(() => { // Fade out Menu _popupMenu.FadeMenu(_popupAnimation, null, false); _InsidePopup = false; }); if (pAction != null) { _popupScript.button.onClick.AddListener(() => pAction()); } }
public void SetMenuBehaviour(MenuBehaviour menuBehaviour) { _menuBehaviour = menuBehaviour; }
void Start() { menu_properties = menu.GetComponent <MenuBehaviour>(); menu.SetActive(false); }
void Start() { menuScript = GameObject.FindObjectOfType <MenuBehaviour>(); }