public void ShowSettings() { IsPanelSettingsActive = true; PanelSettings.SetActive(true); PanelSettings.GetComponent <PanelSettings>().SetInvokingPanel(InvokingPanel); InvokingPanel.SetActive(false); }
//resumes the game from the paused state public void closePanelSettings() { Time.timeScale = 1; PanelSettings.SetActive(false); SoundManager.instance.PlayBGMusic(worldMusic); SoundManager.instance.PlayBGChatter(chatter); }
void Awake() { Time.timeScale = 1; // Get saved world and level or assign initial world and level if (!(PlayerPrefs.HasKey("achievedWorld"))) { resetGame(); } achievedWorld = PlayerPrefs.GetInt("achievedWorld"); achievedLevel = PlayerPrefs.GetInt("achievedLevel"); currentWorld = 1; currentLevel = 1; // if (PanelLevelSelect != null) // { // Set all levels to disabled int levelCount = 1; for (int i = 0; i < PanelLevelSelect.transform.childCount; i++) { if (PanelLevelSelect.transform.GetChild(i).name.Contains("Level")) { if (currentLevel >= levelCount) { PanelLevelSelect.transform.GetChild(i).GetComponent <Button>().interactable = true; levelCount++; } else { PanelLevelSelect.transform.GetChild(i).GetComponent <Button>().interactable = false; } } } // } // Not the cleanest way to do this, but it works. if (PlayerPrefs.HasKey("mainPanel")) { if (PlayerPrefs.GetString("mainPanel") == "PanelLevelSelect") { // show the panel specified PanelLevelSelect.SetActive(true); PanelMain.SetActive(false); PlayerPrefs.SetString("mainPanel", ""); } else if (PlayerPrefs.GetString("mainPanel") == "PanelSettings") { // show the panel specified PanelSettings.SetActive(true); PanelMain.SetActive(false); PlayerPrefs.SetString("mainPanel", ""); } } }
private void PrepareLoading() { PanelMainMenu.SetActive(false); PanelBeforeMission.SetActive(false); PanelAfterMission.SetActive(false); PanelLoadingMission.SetActive(false); PanelLoading.SetActive(true); PanelMissionFailed.SetActive(false); PanelMinigame.SetActive(false); PanelSettings.SetActive(false); PanelLoading.GetComponent <PanelLoading>().TextTop = "Loading data"; PanelLoading.GetComponent <PanelLoading>().TextTap = ""; StartCoroutine(LoadDataCoroutine()); }
private void UpdateUI() { switch (MenuState) { case MenuStateEnum.Init: PanelMainMenu.SetActive(true); PanelPlay.SetActive(false); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.Play: PanelMainMenu.SetActive(true); PanelPlay.SetActive(true); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.SinglePlayerPlay: PanelMainMenu.SetActive(true); PanelPlay.SetActive(true); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(true); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.SinglePlayerControllerDetectionPhase: PanelMainMenu.SetActive(true); PanelPlay.SetActive(true); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(true); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(true); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.MultiPlayerPlay: PanelMainMenu.SetActive(true); PanelPlay.SetActive(true); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(true); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.MultiPlayerControllerDetectionPhase: PanelMainMenu.SetActive(true); PanelPlay.SetActive(true); PanelSettings.SetActive(false); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(true); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(true); break; case MenuStateEnum.Settings: PanelMainMenu.SetActive(true); PanelPlay.SetActive(false); PanelSettings.SetActive(true); PanelExit.SetActive(false); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; case MenuStateEnum.Exit: PanelMainMenu.SetActive(true); PanelPlay.SetActive(false); PanelSettings.SetActive(false); PanelExit.SetActive(true); PanelSinglePlayer.SetActive(false); PanelMultiPlayer.SetActive(false); PanelStartSinglePlayer.SetActive(false); PanelStartMultiPlayer.SetActive(false); break; } }
//Pauses the game and timescale public void showPanelSettings() { Time.timeScale = 0.0001F; PanelSettings.SetActive(true); }