예제 #1
0
    private Btn2D CreateStillBtn(string root, Transform slotWhereIsRenderOnScreen)
    {
        Btn2D temp = null;

        temp             = (Btn2D)General.Create(root);
        temp.MyTransform = slotWhereIsRenderOnScreen;
        temp.StartMaterial();
        return(temp);
    }
예제 #2
0
    //Creates hearts acoording to lives of player and pause btn
    private void FireUpGUIButtons(float speedFadePass = 50f)
    {
        pauseBtn = CreateStillBtn(Root.pauseButton, camChild[amountOfCamBtnSlots + 3]);
        pauseBtn.FadeSpeedProp = speedFadePass;

        for (int i = 0; i < Program.THEPlayer.Lives; i++)
        {
            Btn2D temp = CreateStillBtn(Root.heart, camChild[i + amountOfCamBtnSlots]);
            temp.FadeSpeedProp = speedFadePass;
            hearts.Add(temp);
            temp = null;
        }
        UpdateList();
    }
예제 #3
0
 private void ActionOnPauseBtn(string action = "")
 {
     //had to include this one here !Settings.ISPAUSE bz due to fade time will change it
     //back to false and then will disapper the pause menu and the still btns will not be back
     if ((!Settings.ISPAUSED && action == "") || (!Settings.ISPAUSED && action == "Pause"))
     {
         float tempSpeed = 150f;
         Settings.ISPAUSED = Settings.MecanicSwitcher(Settings.ISPAUSED);
         DestroyStillBtns();
         SpawnSetMenu("Pause_Menu_Spawner", tempSpeed);
         pauseBackGround = CreateStillBtn(Root.backGroundLabelPauseMenu, camChild[amountOfCamBtnSlots + 4]);
         pauseBackGround.FadeSpeedProp = tempSpeed;
     }
     else if ((Settings.ISPAUSED && action == "") || (Settings.ISPAUSED && action == "Resume"))
     {
         Settings.ISPAUSED = Settings.MecanicSwitcher(Settings.ISPAUSED);
         FireUpGUIButtons();
         CloseCurrentMenu();
         pauseBackGround.Destroy2dBtn();
     }
 }