// Update is called once per frame void Update() { KeyboardInput(); MouseMovement(); if (Input.GetKeyDown(KeyCode.Escape)) { MenuStateManager.GetMenuStateManager().OpenIngameSettings(); } }
// Use this for initialization void Start() { networkManager = GetComponent <NetworkManager>(); settingsManager = GetComponent <SettingsManager>(); menuStates = MenuStateManager.GetMenuStateManager(); networkManager.SetMenuStates(menuStates); UIInit(); SetUIActions(); SceneManager.sceneLoaded += OnSceneLoaded; }
private void RpcEndGame(GameManager.Team winningTeam, int blueScore, int redScore, string[] blueNames, int[] blueScores, string[] redNames, int[] redScores) { MenuStateManager menuStates = MenuStateManager.GetMenuStateManager(); menuStates.EndGame(); Dictionary <string, int> blueTeam = new Dictionary <string, int>(); for (int loop = 0; loop < blueNames.Length; loop++) { blueTeam.Add(blueNames[loop], blueScores[loop]); } Dictionary <string, int> redTeam = new Dictionary <string, int>(); for (int loop = 0; loop < redNames.Length; loop++) { redTeam.Add(redNames[loop], redScores[loop]); } GameObject.Find("EndGameCanvas").GetComponent <EndGameScoreManager>().SetScores(winningTeam, blueScore, redScore, blueTeam, redTeam); }
private void RpcLobbyReturn() { MenuStateManager menuStates = MenuStateManager.GetMenuStateManager(); menuStates.BackToLobby(isServer); }