override public void Activate() { if (state != States.Active) { // If we're in a tutorial and we get to the MainMenu, kill the tutorial. TutorialManager.Deactivate(); // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); shared.menu.Active = true; pendingState = States.Active; BokuGame.objectListDirty = true; // Restore the default texture map for UI use. BokuGame.bokuGame.shaderGlobals.EnvTextureName = null; // Not persisting, make sure it's empty. XmlOptionsData.WebUserSecret = String.Empty; timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MainMenuTime); Foley.PlayMenuLoop(); } } // end of MainMenu Activate()
override public void Activate() { if (state != States.Active) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); pendingState = States.Active; BokuGame.objectListDirty = true; saveChangesActivated = false; HelpOverlay.ToolIcon = null; InGame.inGame.RenderWorldAsThumbnail = true; timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MiniHubTime); Foley.PlayMenuLoop(); Time.Paused = true; AuthUI.ShowStatusDialog(); } }
} // end of HelpScreens Refresh() override public void Activate() { if (state != States.Active) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); pendingState = States.Active; BokuGame.objectListDirty = true; // Start at the beginning? shared.curScreen = 0; shared.curTexture = null; shared.dirty = true; Foley.PlayMenuLoop(); } } // end of HelpScreens Activate()