public override void Show(System.Action <IMenu> stateChanged) { // Call base function base.Show(stateChanged); // Check if we should stop time if (pauseOnStart == true) { // Stop time Singleton.Get <TimeManager>().IsManuallyPaused = true; } // Check if we've previously binded to the singleton's update function if (checkInput != null) { Singleton.Instance.OnUpdate -= checkInput; checkInput = null; } // Bind to Singleton's update function checkInput = new System.Action <float>(CheckForAnyKey); Singleton.Instance.OnUpdate += checkInput; }
public GameObject SetButtonsEnabled(bool enabled) { // Set all buttons GameObject returnButton = backButton.gameObject; GameSettings gameSettings = Singleton.Get <GameSettings>(); for (int index = 0; index < allLevelButtons.Length; ++index) { // Make the button interactable if it's unlocked if ((enabled == true) && (index < gameSettings.NumLevelsUnlocked)) { allLevelButtons[index].interactable = true; returnButton = allLevelButtons[index].gameObject; } else { allLevelButtons[index].interactable = false; } } backButton.interactable = enabled; // Return the last interactable button return(returnButton); }
/// <summary> /// Called when any scene after the first one is loaded. /// </summary> public override void SceneAwake(Singleton globalGameObject) { // Do nothing }
public override void SceneAwake(Singleton instance) { // Do nothing }
public override void SceneAwake(Singleton instance) { }
public override void SingletonAwake(Singleton instance) { // Load settings RetrieveFromSettings(); }
public override void SingletonAwake(Singleton instance) { originalTimeScale = Time.timeScale; timeScale = Time.timeScale; instance.OnRealTimeUpdate += UpdateRealtime; }