public void CloseBuildMenu() { _ = SoundManager.Play(CommonSounds.Instance.Click01); transform.GetChild(0).gameObject.SetActive(false); }
/// <summary> /// Called when X button is clicked /// </summary> public void OnClickExit() { _ = SoundManager.Play(SingletonSOSounds.Instance.Click01); Reset(); }
public void Resist() { SoundManager.Play("Click01"); Debug.Log("Resist Button"); }
//called when the buckled button is clicked public void OnClickCuffed() { PlayerManager.PlayerScript.playerNetworkActions.CmdTryUncuff(); SoundManager.Play(SingletonSOSounds.Instance.Click01); }
/// <summary> /// Called when mag boots mode action button is pressed /// </summary> public void OnClickMagBoots() { SoundManager.Play(SingletonSOSounds.Instance.Click01); magBootsAction?.Invoke(); }
public void Issues_btn() { Application.OpenURL("https://github.com/unitystation/unitystation/issues"); _ = SoundManager.Play(CommonSounds.Instance.Click01); }
public void OnChatCancel() { SoundManager.Play("Click01"); InputFieldChat.text = ""; CloseChatWindow(); }
public void OnChatCancel() { SoundManager.Play(SingletonSOSounds.Instance.Click01); InputFieldChat.text = ""; CloseChatWindow(); }
void Update() { RaycastHit hit; Vector3 position = shootPoint.position; position.y += 1; // Adjust height differences if (Physics.Raycast(position, transform.TransformDirection(Vector3.forward * detectRange), out hit, detectRange)) { if (hit.transform.tag == "Shop") { Shop shop = hit.transform.GetComponent <Shop>(); ShopType shopType = shop.shopType; string shopTitle = shop.title; string shopDesc = shop.description; int shopPrice = shop.price; bool isPurchasable = true; WeaponManager weaponManager = transform.parent.gameObject.GetComponent <WeaponManager>(); WeaponBase weaponBase = weaponManager.currentWeaponGO.GetComponent <WeaponBase>(); Weapon weapon = weaponManager.currentWeapon; Player player = transform.parent.GetComponent <Player>(); if (shopType == ShopType.AMMO) { shopPrice = GetAmmoCost(weapon, weaponBase); shopText.text = shopTitle + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else if (shopType == ShopType.HEAL) { shopPrice = 100 + (75 * healUsed); shopText.text = shopTitle + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else if (shopType == ShopType.UPGRADE_HEALTH) { int upgraded = player.upgradeHealth; if (upgraded < 10) { shopPrice = 100 + (upgraded * 90); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "You are fully upgraded."; } } else if (shopType == ShopType.UPGRADE_REGENERATION) { int upgraded = player.upgradeRegeneration; if (upgraded < 10) { shopPrice = 100 + (upgraded * 70); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "You are fully upgraded."; } } else if (shopType == ShopType.UPGRADE_DAMAGE) { int upgraded = weaponBase.upgradeDamage; if (upgraded < 10) { shopPrice = GetUpgradeCost(weaponManager.currentWeapon, weaponBase, upgraded); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "Your weapon is fully upgraded."; } } else if (shopType == ShopType.UPGRADE_RELOAD) { int upgraded = weaponBase.upgradeReload; if (upgraded < 10) { shopPrice = GetUpgradeCost(weaponManager.currentWeapon, weaponBase, upgraded); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "Your weapon is fully upgraded."; } } else if (shopType == ShopType.UPGRADE_RECOIL) { int upgraded = weaponBase.upgradeRecoil; if (upgraded < 10) { shopPrice = GetUpgradeCost(weaponManager.currentWeapon, weaponBase, upgraded); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "Your weapon is fully upgraded."; } } else if (shopType == ShopType.UPGRADE_MAGAZINE) { int upgraded = weaponBase.upgradeMag; if (upgraded < 10) { shopPrice = GetUpgradeCost(weaponManager.currentWeapon, weaponBase, upgraded); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "Your weapon is fully upgraded."; } } else if (shopType == ShopType.UPGRADE_MAX_AMMO) { int upgraded = weaponBase.upgradeMaxAmmo; if (upgraded < 10) { shopPrice = GetUpgradeCost(weaponManager.currentWeapon, weaponBase, upgraded); shopText.text = shopTitle + " Lv" + (upgraded + 1) + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } else { isPurchasable = false; shopText.text = "Your weapon is fully upgraded."; } } else { shopText.text = shopTitle + "\n(" + shopPrice + "$)\n\n" + shopDesc + "\n\n"; } if (isPurchasable && Input.GetKeyDown(KeyCode.F)) { FundSystem fundSystem = transform.parent.GetComponent <FundSystem>(); int fund = fundSystem.GetFund(); if (fund < shopPrice) { PrintWarning("Not enough money!"); } else { bool wasPurchased = true; if (shopType == ShopType.AMMO) { if (weaponBase.bulletsLeft >= (weaponBase.maxAmmo + weaponBase.bulletsPerMag)) { wasPurchased = false; PrintWarning("You have full ammo."); } else { weaponBase.bulletsLeft = weaponBase.maxAmmo + weaponBase.bulletsPerMag; weaponBase.UpdateAmmoText(); } } else if (shopType == ShopType.HEAL) { HealthManager healthManager = transform.parent.GetComponent <HealthManager>(); if (healthManager.Health >= healthManager.MaxHealth) { wasPurchased = false; PrintWarning("You have full health."); } else { healthManager.Heal(); healUsed++; } } else if (shopType == ShopType.UPGRADE_HEALTH) { HealthManager healthManager = transform.parent.GetComponent <HealthManager>(); float addtionalHealth = 17f; healthManager.SetHealth(healthManager.Health + addtionalHealth); healthManager.SetMaxHealth(healthManager.MaxHealth + addtionalHealth); player.upgradeHealth++; } else if (shopType == ShopType.UPGRADE_REGENERATION) { if (player.upgradeRegeneration <= 0) { player.ActivateHealthRegeneration(); } player.upgradeRegeneration++; } else if (shopType == ShopType.WEAPON_MP5K) { if (!weaponManager.HasWeapon(Weapon.MP5K)) { BuyPrimaryWeapon(Weapon.MP5K); } else { wasPurchased = false; PrintWarning("You already have weapon."); } } else if (shopType == ShopType.WEAPON_PYTHON) { if (!weaponManager.HasWeapon(Weapon.Python)) { BuySecondaryWeapon(Weapon.Python); } else { wasPurchased = false; PrintWarning("You already have weapon."); } } else if (shopType == ShopType.WEAPON_UMP45) { if (!weaponManager.HasWeapon(Weapon.UMP45)) { BuyPrimaryWeapon(Weapon.UMP45); } else { wasPurchased = false; PrintWarning("You already have weapon."); } } else if (shopType == ShopType.WEAPON_AKM) { if (!weaponManager.HasWeapon(Weapon.AKM)) { BuyPrimaryWeapon(Weapon.AKM); } else { wasPurchased = false; PrintWarning("You already have weapon."); } } else if (shopType == ShopType.WEAPON_M870) { if (!weaponManager.HasWeapon(Weapon.M870)) { BuyPrimaryWeapon(Weapon.M870); } else { wasPurchased = false; PrintWarning("You already have weapon."); } } else if (shopType == ShopType.UPGRADE_DAMAGE) { if (weaponBase.upgradeDamage >= 10) { wasPurchased = false; PrintWarning("Your weapon is fully upgraded."); } else { UpgradeWeapon(weaponBase, ShopType.UPGRADE_DAMAGE); weaponBase.upgradeSpent += shopPrice; } } else if (shopType == ShopType.UPGRADE_RELOAD) { if (weaponBase.upgradeReload >= 10) { wasPurchased = false; PrintWarning("Your weapon is fully upgraded."); } else { UpgradeWeapon(weaponBase, ShopType.UPGRADE_RELOAD); weaponBase.upgradeSpent += shopPrice; } } else if (shopType == ShopType.UPGRADE_RECOIL) { if (weaponBase.upgradeRecoil >= 10) { wasPurchased = false; PrintWarning("Your weapon is fully upgraded."); } else { UpgradeWeapon(weaponBase, ShopType.UPGRADE_RECOIL); weaponBase.upgradeSpent += shopPrice; } } else if (shopType == ShopType.UPGRADE_MAGAZINE) { if (weaponBase.upgradeMag >= 10) { wasPurchased = false; PrintWarning("Your weapon is fully upgraded."); } else { UpgradeWeapon(weaponBase, ShopType.UPGRADE_MAGAZINE); weaponBase.upgradeSpent += shopPrice; } } else if (shopType == ShopType.UPGRADE_MAX_AMMO) { if (weaponBase.upgradeMaxAmmo >= 10) { wasPurchased = false; PrintWarning("Your weapon is fully upgraded."); } else { UpgradeWeapon(weaponBase, ShopType.UPGRADE_MAX_AMMO); weaponBase.upgradeSpent += shopPrice; } } else { wasPurchased = false; } if (wasPurchased) { fundSystem.TakeFund(shopPrice); SoundManager soundManager = transform.Find("SoundManager").GetComponent <SoundManager>(); soundManager.Play(purchasedSound); } } } } } else { shopText.text = ""; } }
/// <summary> /// Called when the switch pickup mode action button is pressed /// </summary> public void OnClickSwitchPickupMode() { PlayerManager.PlayerScript.playerNetworkActions.CmdSwitchPickupMode(); SoundManager.Play("Click01"); }
void OnDraw() { soundManager.Play(boltSound); }
//called when the buckled button is clicked public void OnClickCuffed() { PlayerManager.PlayerScript.playerNetworkActions.CmdTryUncuff(); SoundManager.Play("Click01"); }
//invoked when the restrained alert is clicked public void OnClickAlertRestrained() { SoundManager.Play("Click01"); onClickBuckled?.Invoke(); }
public void CheckAgain() { SoundManager.Play("Click01", 1, 1, 0); errorWindow.SetActive(false); StartCoroutine(CheckVersion()); }
public void Reddit_btn() { Application.OpenURL("https://reddit.com/r/unitystation"); _ = SoundManager.Play(CommonSounds.Instance.Click01); }
/** * Updates the active states of the game. * * Usualy only the topmost state is draw and updated. However any state with backgroundUpdate enabled will be updated even if not topmost. * */ public virtual void DoUpdate() { GameTime += Time.deltaTime; Mouse.Update(); bool ctrl = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl); bool alt = Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt); bool shift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); processKeys(ctrl, alt, shift); FPSCounter.addSample(Time.deltaTime); if (notificationDelayTimer > 0) { notificationDelayTimer -= Time.deltaTime; } // add any notifications, 1 at a time. if ((notificationDelayTimer <= 0) && (pendingNotifications.Count >= 1)) { var notification = new GuiNotification(pendingNotifications[0].Message, pendingNotifications[0].Sprite); var soundName = pendingNotifications[0].SoundName; foreach (var existingNotification in notificationList) { existingNotification.PushDown(); } notificationList.Add(notification); if (!string.IsNullOrEmpty(soundName)) { SoundManager.Play(soundName); } pendingNotifications.RemoveAt(0); notificationDelayTimer = NotificationDelay; } if (StateList.Count == 0) { return; } if (Input.GetMouseButtonDown(0)) { ComponentClickedDownOn = StateList[0].GetComponentAtPosition(Mouse.Position); } if (DragDrop != null) { DragDrop.Update(); } // Remove disabled states. for (int lp = 0; lp < StateList.Count; lp++) { if (StateList[lp].Active == false) { StateList.RemoveAt(lp); lp--; continue; } } // Remove disabled notifications. for (int lp = 0; lp < notificationList.Count; lp++) { if (notificationList[lp].Active == false) { notificationList.RemoveAt(lp); lp--; continue; } } // Update topmost state and any background update states. StateList[0].Update(); for (int lp = 1; lp < StateList.Count; lp++) { var state = StateList[lp]; if (state.BackgroundUpdate) { state.Update(); } } // Apply global fx (note: I should probably render all UI to a texture and do this once. for (int lp = 0; lp < StateList.Count; lp++) { var state = StateList[lp]; switch (FXStyle) { case RenderFXStyle.Normal: state.CompositeColorTransform = ColorTransform.Identity; state.Color = Color.white; break; case RenderFXStyle.Retro: var a = ColorTransform.Saturation(0.25f); var b = ColorTransform.Multiply(new Color(255 / 255f, 235 / 255f, 215 / 255f)); var c = ColorTransform.Identity; c.Matrix = a.Matrix * b.Matrix; state.CompositeColorTransform = c; break; case RenderFXStyle.Sketch: a = ColorTransform.Saturation(0f); b = ColorTransform.Multiply(3f, 3f, 3f); c = ColorTransform.Identity; c.Matrix = a.Matrix * b.Matrix; c.ColorOffset = new Vector3(-0.3f, -0.3f, -0.3f); state.CompositeColorTransform = c; break; case RenderFXStyle._Clay: state.CompositeColorTransform = ColorTransform.Bronze; state.Color = Color.white; break; } } // Show FPS label if (Time.time - lastFpsUpdate > 0.5f) { lastFpsUpdate = Time.time; FPSLabel.Caption = Settings.Advanced.ShowFPSDetails ? getAdvancedFPSDetails() : getFPSDetails(); FPSLabel.Width = Settings.Advanced.ShowFPSDetails ? -1 : 100; } if (Input.GetMouseButtonUp(0)) { ComponentClickedDownOn = null; } }
public void Discord_btn() { Application.OpenURL("https://discord.gg/tFcTpBp"); _ = SoundManager.Play(CommonSounds.Instance.Click01); }
void UpdateAnimator(Vector3 move, Action action) { // update the animator parameters if (Mathf.Abs(m_ForwardAmount) > 0.1) { Debug.Log("Mec"); } m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); m_Animator.SetBool("Crouch", m_Crouching); m_Animator.SetBool("OnGround", m_IsGrounded); m_Animator.SetBool("Climb", isClimbing); m_Animator.SetBool("GrabTheLedge", grabTheLedge); m_Animator.SetBool("Punch", action == Action.punch); m_Animator.SetBool("Dash", action == Action.dash && m_IsGrounded); if (action == Action.die) { m_Animator.SetTrigger("Die"); } if (action == Action.throwFrisbeeForward) { m_Animator.SetBool("Throw", true); } else { m_Animator.SetBool("Throw", isChargingFrisbee); } if (!m_IsGrounded) { m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); } // calculate which leg is behind, so as to leave that leg trailing in the jump animation // (This code is reliant on the specific run cycle offset in our animations, // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) float runCycle = Mathf.Repeat( m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; if (m_IsGrounded) { m_Animator.SetFloat("JumpLeg", jumpLeg); } if (m_IsGrounded && lastJumpLeg != jumpLeg && lastWalkSound + walkSoundInterval < Time.time) { walkSounds.Play("Walk"); lastWalkSound = Time.time; } lastJumpLeg = jumpLeg; if (m_dashing && !m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Dash")) { m_dashing = false; } // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, // which affects the movement speed because of the root motion. if (m_IsGrounded && move.magnitude > 0) { m_Animator.speed = m_AnimSpeedMultiplier; } else { // don't use that while airborne m_Animator.speed = 1; } }
public void Patr_btn() { Application.OpenURL("https://patreon.com/unitystation"); _ = SoundManager.Play(CommonSounds.Instance.Click01); }
public void OnLogin() { SoundManager.Play("Click01"); PerformLogin(); }
//invoked when the restrained alert is clicked public void OnClickAlertRestrained() { SoundManager.Play(SingletonSOSounds.Instance.Click01); onClickBuckled?.Invoke(); }
public void OnExit() { SoundManager.Play("Click01"); Application.Quit(); }
/// <summary> /// Called when the switch pickup mode action button is pressed /// </summary> public void OnClickSwitchPickupMode() { PlayerManager.PlayerScript.playerNetworkActions.CmdSwitchPickupMode(); SoundManager.Play(SingletonSOSounds.Instance.Click01); }
public void OnShowControlInformationPanel() { SoundManager.Play("Click01"); ShowControlInformationPanel(); }
private void Start() { soundManager.Play("Explosion"); }
/// <summary> /// Calls update() on every ship. Checks for input and manages Selecting /// and the execution of commands. /// </summary> public void Update(GameTime gameTime) { mShipsQuadTree.Clear(); foreach (var ship in AllShips) { mShipsQuadTree.Insert(ship); } mAiShipManager.Update(gameTime, mShipsQuadTree); Game1.mMapScreen.EnvironmentManager.Update(mShipsQuadTree); //general update for all ships for (var i = 0; i < mAllShipList.Count; i++) { if (mAllShipList[i] is Dragon == false) { mAllShipList[i].UpdateMoving(gameTime); } if (mAllShipList[i].Hp <= 0) // Ship is dead. { Game1.mMapScreen.mGridMap.OccupyCell(mAllShipList[i].Position, true); if (!mAllShipList[i].Owned) { mAllShipList[i].DropLoot(); } if (mAllShipList[i] is TradingShip) { Game1.mEventScreen.mEventManager.UpdateStatTotal("Trading Ships Destroyed", 1); } else if (mAllShipList[i] is FisherShip) { Game1.mEventScreen.mEventManager.UpdateStatTotal("Fisher Ships Destroyed", 1); } else if (mAllShipList[i] is BattleShip) { Game1.mEventScreen.mEventManager.UpdateStatTotal("War Ships Destroyed", 1); } mAllShipList.RemoveAt(i); } } //Check if any ships were entered by the AI for (var i = 0; i < mPlayerShipsList.Count; i++) { if (!mPlayerShipsList[i].Owned || mPlayerShipsList[i].Hp <= 0) { var ship = mPlayerShipsList[i] as BattleShip; if (ship != null) { ship.CurrentBState = BattleShip.ShipBattleState.Idle; mAiShipManager.AiBattleShips.Add(ship); } else if (mPlayerShipsList[i] is TradingShip) { var tShip = (TradingShip)mPlayerShipsList[i]; tShip.CurrentBState = TradingShip.ShipBattleState.Idle; mAiShipManager.AiTradingShips.Add(tShip); } mPlayerShipsList.RemoveAt(i); } } if (AttackingShipList.Count > 0 || EnteringShipList.Count > 0) { //play battlemukke SoundManager.Play("background/BattleMusic"); } else { SoundManager.Stop("background/BattleMusic"); } // Call Update for every Attacking Ship UpdateAttackingShips(gameTime); //Check for enemy Ships to shoot at while defending(Only defending Ships) UpdateDefendingShips(gameTime); //Update and Pathrefreshing for Entering Ships UpdateEnteringShips(gameTime); // update for all ships repairing UpdateReparingShips(gameTime); /* * // If repairingbutton is pressed in HUD set the ships to reparing state. * if (!HudScreen.HudScreenInstance.RepairButtonPressed()) return; * { * foreach (var ship in mSelectShipList) * { * if (!ship.Owned || mRepairingShipList.Contains(ship)) continue; * ship.Repairing = true; * mRepairingShipList.Add(ship); * } * }*/ }
/// <summary> /// Called when expand/collapse button is clicked /// </summary> public void OnClickExpandCollapse() { _ = SoundManager.Play(SingletonSOSounds.Instance.Click01); expandedView.SetActive(!expandedView.activeSelf); }
public void Webs_btn() { Application.OpenURL("https://unitystation.org"); _ = SoundManager.Play(CommonSounds.Instance.Click01); }
public void OnCharacterButton() { SoundManager.Play("Click01"); characterCustomization.SetActive(true); }
public void OnPointerClick(PointerEventData eventData) { SoundManager.Play("Click01"); UIManager.Hands.SwapItem(itemSlot); }