//Loads the main scene when called, and unpauses the game, incase it was paused public void Play() { if (!lvlOneDone) { sceneFader.FadeToScene("Game"); } else { sceneFader.FadeToScene("Game2"); } Time.timeScale = 1f; }
public void Continue() { // If the logged in player doesn't have a display name, load the player name entry scene. if (string.IsNullOrEmpty(authenticationManager.DisplayName)) { sceneFader.FadeToScene(playerNameEntrySceneToLoad); } // Otherwise, update stats from the latest game, and load the leaderboards scene. else { statisticsManager.UpdateStatistics(OnUpdateStatisticsResult, OnError); } }
public void ToMainMenu() { Time.timeScale = 1; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; fader.FadeToScene(0); }
public void Restart(bool fullReset = true) { if (fullReset) { LevelProgressManager.Reset(); } SceneFader.FadeToScene(SceneManager.GetActiveScene().buildIndex, Color.black); }
private void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("Player")) { GameMaster.Instance.SetReachedLevel(); sceneFader.FadeToScene(nextLevelName); } }
IEnumerator RunGameLoop() { yield return(StartCoroutine(RunGameStarting())); yield return(StartCoroutine(RunGamePlaying())); yield return(StartCoroutine(RunGameEnding())); Time.timeScale = 1f; sceneFader.FadeToScene(nextSceneToLoad); }
public void StartGame() { //for now, we assume that this is the user's first time if they haven't beaten boot camp if (GameProgress.farthestLevel != 0) { SceneFader.FadeToScene(1, Color.black); //load main menu } else { GetComponent <Animator>().SetTrigger("ShowDifficulty"); } }
public void ResetGame() { if (resetConfirmed) { GameProgress.Reset(); startingLevel = 0; SceneFader.FadeToScene(0, Color.black); //return to title screen } else { resetConfirmed = true; UpdateResetButton(); } }
public void ReturnToMain(int startingLevelId, bool skipsConfirmation) { if (!skipsConfirmation && !hasSeenConfirmation) { Transform mainMenuButtonParent = gameOverScreen.transform.Find("Window").Find("OldButtons").Find("MainButton"); mainMenuButtonParent.GetComponent <Image> ().color = Color.red; Text buttonText = mainMenuButtonParent.GetComponentInChildren <Text> (); buttonText.text = "Sure?"; buttonText.color = Color.white; hasSeenConfirmation = true; return; } MainMenu.startingLevel = startingLevelId; SceneFader.FadeToScene(1, Color.black); }
public void Retry() { Time.timeScale = 1f; sceneFader.FadeToScene(SceneManager.GetActiveScene().buildIndex); }
public static void LoadLevel(int levelIndex) { LevelProgressManager.Reset(); Spawner.spawners.Clear(); SceneFader.FadeToScene(levelIndex + 2, Color.black); }
public void levelLoad() { sceneFader.FadeToScene(level); }
public void ReturnToMainMenu() { fader.FadeToScene(0); Cursor.lockState = CursorLockMode.None; Cursor.visible = true; }
// display the winner and give option to restart the game IEnumerator ShowRestartOption(int winnerInt) { Color fadeColor = Color.white; fadeColor.a = 0; Color fadeBackColor = restartSprite[0].color; fadeBackColor.a = 0; Color winnerFadeColor = Color.white; winnerFadeColor.a = 0; Color buttonTextColor = buttonRestartText.color; buttonTextColor.a = 0; buttonRestartText.color = buttonMenuText.color = buttonTextColor; buttonRestartRend.color = buttonMenuRend.color = buttonAudioRend.color = fadeColor; restartSprite[0].color = restartSprite[2].color = fadeBackColor; buttonRestartRend.enabled = buttonRestartText.enabled = buttonMenuRend.enabled = buttonMenuText.enabled = buttonAudioRend.enabled = restartSprite[0].enabled = restartSprite[2].enabled = true; if (winnerInt > 0) { StopCoroutine("TimerUpdate"); StopCoroutine("StartTheGame"); StopCoroutine("AdvanceZone"); StartCoroutine("SlowDownTime"); /* * // multiplayer * if (GameMode.curPlayers > 1) * { * restartSprite[1].color = fadeColor; * restartSprite[1].enabled = true; * * winnerFadeColor = winnerSprite[winnerInt - 1].color; * winnerFadeColor.a = 0; * winnerSprite[winnerInt - 1].color = winnerFadeColor; * * winnerSprite[winnerInt - 1].enabled = true; * } * // single player * else * {*/ gameOverRend.color = fadeColor; gameOverRend.enabled = true; //} } else { pausedRend.color = fadeColor; pausedRend.enabled = true; } for (float t = 0; t < 0.5f; t += Time.deltaTime) { buttonTextColor.a = fadeColor.a = fadeBackColor.a = winnerFadeColor.a = 2 * t; buttonRestartRend.color = buttonMenuRend.color = buttonAudioRend.color = fadeColor; buttonRestartText.color = buttonMenuText.color = buttonTextColor; restartSprite[0].color = fadeBackColor; fadeBackColor.a = t / 2; restartSprite[2].color = fadeBackColor; if (winnerInt > 0) { /*if (GameMode.curPlayers > 1) * { * winnerSprite[winnerInt - 1].color = winnerFadeColor; * restartSprite[1].color = fadeColor; * } * else*/ gameOverRend.color = fadeColor; } else { pausedRend.color = fadeColor; } yield return(null); } buttonRestart.collider.enabled = buttonMenu.collider.enabled = true; // loop until the user choose to restart the level or return to menu while (true) { if (winnerInt <= 0 && isPaused && Input.GetKeyDown(KeyCode.Escape)) { buttonRestart.collider.enabled = buttonMenu.collider.enabled = false; buttonRestartRend.enabled = buttonRestartText.enabled = buttonMenuRend.enabled = buttonMenuText.enabled = buttonAudioRend.enabled = restartSprite[0].enabled = restartSprite[2].enabled = pausedRend.enabled = false; isPaused = false; break; } else if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) { if (hit.collider.gameObject == buttonMenu) { AudioSource.PlayClipAtPoint(clickButtonAudio, Vector3.zero); sceneFader.FadeToScene(0); break; } else if (hit.collider.gameObject == buttonRestart) { GameMode.startingLevel = Mathf.Max(zoneInt - 1, 0); AudioSource.PlayClipAtPoint(clickButtonAudio, Vector3.zero); sceneFader.FadeToScene(Application.loadedLevel); break; } else if (hit.collider.gameObject.name.Equals("ButtonMute")) { if (GameMode.globalVolume != 0) { AudioListener.volume = 0; GameMode.globalVolume = 0; buttonAudioRend.sprite = audioMuteSprite; } else { AudioListener.volume = 1; GameMode.globalVolume = 1; buttonAudioRend.sprite = audioUnmuteSprite; } } // unpause on a touch device else if (winnerInt <= 0 && isPaused) { buttonRestart.collider.enabled = buttonMenu.collider.enabled = false; buttonRestartRend.enabled = buttonRestartText.enabled = buttonMenuRend.enabled = buttonMenuText.enabled = buttonAudioRend.enabled = restartSprite[0].enabled = restartSprite[2].enabled = pausedRend.enabled = false; isPaused = false; break; } } // unpause on a touch device else if (winnerInt <= 0 && isPaused) { buttonRestart.collider.enabled = buttonMenu.collider.enabled = false; buttonRestartRend.enabled = buttonRestartText.enabled = buttonMenuRend.enabled = buttonMenuText.enabled = buttonAudioRend.enabled = restartSprite[0].enabled = restartSprite[2].enabled = pausedRend.enabled = false; isPaused = false; break; } } yield return(null); } }
// Loads next scene (should be first level) with a fade effect void OnTriggerEnter(Collider other) { fader.FadeToScene(0); Cursor.lockState = CursorLockMode.None; Cursor.visible = true; }
public void Play() { sceneFade.FadeToScene(LeveltoLoad); }
public void PlayGame() { sceneFader.FadeToScene(firstLevelSceneName); }
//Restarts the current scene public void TryAgain() { sceneFader.FadeToScene(SceneManager.GetActiveScene().name); }
public void Continue() { sceneFader.FadeToScene(titleSceneToLoad); }
public void ChooseDifficulty(int difficulty) { GameSettings.difficulty = difficulty; SceneFader.FadeToScene(2, Color.black); //load boot camp }
public void Retry() { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); sceneFade.FadeToScene(SceneManager.GetActiveScene().name); }
//Restarts the scene at the current buildindex, i.e. the current active scene, and closes the menu //Uses the scenefader class to do this public void Restart() { ToggleMenu(); sceneFader.FadeToScene(SceneManager.GetActiveScene().name); }
public void Retry() => sceneFader.FadeToScene(SceneManager.GetActiveScene().buildIndex);
// Loads next scene (should be third level) with a fade effect void OnTriggerEnter(Collider collider) { fader.FadeToScene(SceneManager.GetActiveScene().buildIndex + 1); }
public void LoadLevel(int index) { audioButtons.Play(); sf.FadeToScene(index); }
public void Play() { AnalyticsEvent.FirstInteraction(); sceneFader.FadeToScene(gameSceneName); }
public void RestartGame() { StartCoroutine(sceneFader.FadeToScene(1)); }
IEnumerator waitForLevel() { yield return(new WaitForSeconds(3)); sceneFader.FadeToScene(nextLevel); }
// Loads next scene (should be first level) with a fade effect public void Play() { fader.FadeToScene(SceneManager.GetActiveScene().buildIndex + 1); }
public void Play() => sceneFader.FadeToScene(GameManager.Scenes.LevelSelect);