void Start() { networking = GetComponent<Networking>(); skillSelectUI = GetComponent<SkillSelectUI>(); menuUI = GetComponent<MenuUI>(); clientGameUI = GetComponent<ClientGameUI>(); }
public override void showMenu(float transitionTimer, MenuUI.MenuTransition path, Callback callback) { // Populate the leaderboard populateLeaderboard(); // Call show menu method base.showMenu(transitionTimer, path, callback); }
//Called when the tank's health is or under 0. public void Die() { if (id == 0) //If the tank is player 1. { if (MenuUI.getFlag() == 2) { game.lives--; } else { game.player2Score++; //Add 1 to player 2's score. } } if (id == 1) //If the tank is player 2. { if (MenuUI.getFlag() != 2) { game.player1Score++; //Add 1 to player 1's score. } } canMove = false; //The tank can now not move. canShoot = false; //The tank can now not shoot. //Particle Effect GameObject deathEffect = Instantiate(deathParticleEffect, transform.position, Quaternion.identity) as GameObject; //Spawn the death particle effect at the tank's position. Destroy(deathEffect, 1.5f); //Destroy that effect in 1.5 seconds. //m_Explosion3.Play(); //teleport tank to the spawn point when it dies and clear the old path if (MenuUI.getFlag() == 4 && id == 1) { GetComponent <AILerp>().Teleport(game.spawnPoints[Random.Range(0, game.spawnPoints.Count)].transform.position, true); Respawn(); } else { transform.position = new Vector3(0, 100, 0); //Set the tanks position outside of the map, so that it is not visible when dead. } if (MenuUI.getFlag() != 2 || (MenuUI.getFlag() == 2 && id != 0)) { StartCoroutine(RespawnTimer()); //Start the RespawnTimer coroutine. } else if (game.lives == 0) { RespawnAtHome(); } else if (MenuUI.getFlag() == 2 && id == 0) { game.ui.SetKillScreen(); RespawnAtHome(); //just respawn } }
public override void Load() { if (!Main.dedServ) //won't initialize on server { MenuUI = new MenuUI(); MenuUI.Activate(); MyInterface = new UserInterface(); MyInterface?.SetState(MenuUI); } }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); MenuUI inicio = new MenuUI(Repo); inicio.Show(); }
private static void BikeMethod(Gestor objGestor, MenuUI objMenu) { if (objGestor.BikeRegistration(objGestor.CurrentCarShop, objMenu.RequestBikeInfo())) { Console.WriteLine("\nYour bike has been admitted"); } else { Console.WriteLine("\nTheres been a problem admitting your bike"); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } Screen.sleepTimeout = SleepTimeout.NeverSleep; }
public void returnbutton() { if (gameState == state.Win) { MenuUI.SetActive(true); foreach (Player p in player) { p.reset(); } setPause(); } }
void damageNearbyPlayers() { //get items overlapping in the collision circle Collider2D[] colls = Physics2D.OverlapCircleAll(explosive.position, farAreaEffect); //for each item in collision foreach (Collider2D col in colls) { //if it was a tank if (col.CompareTag("Tank") && MenuUI.getFlag() != 1) { Tank tank = col.gameObject.GetComponent <Tank>(); //Get the tank's Tank.cs component. float distance = Vector3.Distance(col.transform.position, explosive.position); //Debug.Log("tank in explosion distance:" + distance); int damage = farDamage; if (distance <= closeAreaEffect) //if tank is in the close to the centre Area { damage = closeDamage; //Debug.Log("close"); } else if (distance <= mediumAreaEffect) //if tank is in the middle Area { damage = mediumDamage; //Debug.Log("medium"); } //aplly damage to the tank tank.Damage(damage); } //if it was a tank in multiplayer mode else if (col.CompareTag("Tank")) { TankMultiplayer tank = col.gameObject.GetComponent <TankMultiplayer>(); //Get the tank's Tank.cs component. float distance = Vector3.Distance(col.transform.position, explosive.position); //Debug.Log("tank in explosion distance:" + distance); int damage = farDamage; if (distance <= closeAreaEffect) //if tank is in the close to the centre Area { damage = closeDamage; //Debug.Log("close"); } else if (distance <= mediumAreaEffect) //if tank is in the middle Area { damage = mediumDamage; //Debug.Log("medium"); } //aplly damage to the tank tank.Damage(damage); } } }
void OnGUI() { if (FSM.CurrentState == null) { return; } // This is how you can get your object back MenuUI ui = (MenuUI)FSM.CurrentState.StateObject; ui.DoGUI(); }
public void StartHide() { LogoName.rectTransform.DOAnchorPosY(145.6f, 0.5f).OnComplete(() => { LogoName.Hide(); }); MenuUI.DOAnchorPosY(-84.91797f, 0.5f).OnComplete(() => { MenuUI.Hide(); }); }
/// <summary> /// Initialize the UIManager. /// </summary> public override void Initialize() { // The UIContentManager needs to be created with the game as a parameter. UIContentManager.CreateInstance(Game); MenuUI = new MenuUI(Game); SettingUI = new SettingsUI(Game); _spriteBatch = new SpriteBatch(Game.GraphicsDevice); base.Initialize(); }
//Called when the tank has been dead and is ready to rejoin the game. public void Respawn() { canMove = true; canShoot = true; health = maxHealth; if (!(MenuUI.getFlag() == 4 && id == 1)) { transform.position = game.spawnPoints[Random.Range(0, game.spawnPoints.Count)].transform.position; //Sets the tank's position to a random spawn point. } }
void Start() { listeSelectedKeepers = new List <string>(); goCardChildren = new List <List <GameObject> >(); goCardsLevels = new List <GameObject>(); goCardsInfo = new List <GameObject>(); leveldb = GameManager.Instance.leveldb; menuUi = GetComponent <MenuUI>(); hasBeenInit = false; menuUi.UpdateStartButton(); Cursor.SetCursor(GameManager.Instance.Texture2DUtils.iconeMouse, Vector2.zero, CursorMode.Auto); }
public void OnSceneLoaded(Scene arg, LoadSceneMode hiBrian) { try { if (arg.name == "MenuCore") { MenuUI.CreateUI(); } }catch (Exception e) { Log(e.ToString(), LogInfo.Fatal, "Install your dependencies!"); } }
public void Setup() { Cursor.visible = false; if (MainMenu) { currentMenu = MainMenu; activeMenuPosition = currentMenu.transform.position; TutorialSelectionText.transform.localScale = Vector3.zero; ModeMenu.transform.position = activeMenuPosition + new Vector2(MENU_DISTANCE, 0); BackUI.transform.localScale = Vector3.zero; } }
private GameManager gameManager; // Reference to Gamemanager Singleton // On entering state, // Create menuUI with current state's contentManager public override void Enter(Game1 game) { gameManager = GameManager.Instance; menuUI = new MenuUI(stateContentManager); finalScore = gameManager.CurrentScore; // UpdateScores?.Invoke(finalScore); gameManager.UpdateAwardsFileWithNewScore(finalScore); gameManager.DeleteSaveFile(); // Deletes old save base.Enter(game); }
public MenuBase(MenuUI menuUI, GameObject lootPanel) { this.menuUI = menuUI; // 해당 객체의 메소드를 쓸 일이 있음. this.lootPanel = lootPanel; this.btn_continue = lootPanel.transform.GetChild(1).GetChild(0).GetComponent <Button>(); this.btn_save = lootPanel.transform.GetChild(1).GetChild(1).GetComponent <Button>(); this.btn_option = lootPanel.transform.GetChild(1).GetChild(2).GetComponent <Button>(); this.btn_close = lootPanel.transform.GetChild(1).GetChild(3).GetComponent <Button>(); btn_continue.onClick.AddListener(act_continue); btn_save.onClick.AddListener(act_save); btn_option.onClick.AddListener(act_option); btn_close.onClick.AddListener(act_close); }
void spawnPlayer() { /*if (PhotonNetwork.LocalPlayer == PhotonNetwork.PlayerList[0]) { * photonView.RPC("updateName", PhotonNetwork.PlayerList[1], PhotonNetwork.PlayerList[1].NickName); * } * if (PhotonNetwork.LocalPlayer == PhotonNetwork.PlayerList[1]) { * photonView.RPC("updateName", PhotonNetwork.PlayerList[0], PhotonNetwork.PlayerList[0].NickName); * }*/ if (MenuUI.getFlag() == 1 && photonView.IsMine) { // LocalPlayer = PhotonNetwork.Instantiate("PlayerMultiplayer", Vector3.zero, Quaternion.identity).GetComponent<TankMultiplayer>(); PhotonNetwork.Instantiate("PlayerMultiplayer", player.transform.position, player.transform.rotation, 0); } }
private void Start() { sprites = new Sprite[GameInformation.instance.playerInfo.Count]; for (int i = 0; i < sprites.Length; i++) { sprites[i] = GameInformation.instance.playerInfo[i].unitSprite; } animator = GetComponent <Animator>(); menuUI = GetComponentInParent <MenuUI>(); animator.enabled = false; }
// Update is called once per frame void Update() { //Pause or resume game if user presses escape and he/she is not in the multiplayer menu if (Input.GetKeyDown(KeyCode.Escape) && MenuUI.getFlag() != 1) { if (GameIsPaused) { Resume(); //Resume Game } else { Pause(); //Pause Game } } }
public void OnApplicationStart() { try { harmonyInstance = new Harmony(harmonyId); harmonyInstance.PatchAll(System.Reflection.Assembly.GetExecutingAssembly()); } catch (Exception ex) { Log($"{ex.Message}", LogInfo.Fatal, "Unable to apply Harmony patches. Did you even install BSIPA correctly?"); } CountersController.OnLoad(); MenuUI.CreateUI(); }
void Awake() { menuUI = FindObjectOfType <MenuUI>(); if (menuUI != null) { SetDisplay(menuUI.IsBonusActive); } GetComponent <Button>().onClick.AddListener(() => { menuUI.ToggleBonusDisplay(); SetDisplay(menuUI.IsBonusActive); }); }
public override void Awake() { canvas = GameObject.Find("Canvas"); sideBar = Auxiliary.FindObject(Auxiliary.FindObject(canvas, "MenuPanel"), "SideBar"); menuUI = StateMachine.SceneGlobal.GetComponent <MenuUI>(); robotControlsButtonImage = Auxiliary.FindObject(sideBar, "RobotControlsButton").GetComponent <Image>(); globalControlsButtonImage = Auxiliary.FindObject(sideBar, "GlobalControlsButton").GetComponent <Image>(); settingsButtonImage = Auxiliary.FindObject(sideBar, "SettingsButton").GetComponent <Image>(); viewReplaysButtonImage = Auxiliary.FindObject(sideBar, "ViewReplaysButton").GetComponent <Image>(); helpButtonImage = Auxiliary.FindObject(sideBar, "HelpButton").GetComponent <Image>(); selectedButtonImage = Resources.Load <Sprite>("Images/New Textures/greenButton"); unselectedButtonImage = Resources.Load <Sprite>("Images/New Textures/TopbarHighlight"); }
private void Start() { if (MU == null) { MU = this; } else { if (MU != this) { Destroy(this.gameObject); } } copy(); DontDestroyOnLoad(this.gameObject); }
public void GoToTutorialSelectionMenu() { //UI currentMenu.DeselectAll(); currentMenu.enabled = false; currentMenu.FadeButtons(false, MENU_TRANSITION_DURATION); currentMenu.transform.DOMoveX(activeMenuPosition.x - MENU_DISTANCE, MENU_TRANSITION_DURATION); currentMenu = TutorialSelectionMenu; currentMenu.SelectFirst(); currentMenu.FadeButtons(true, MENU_TRANSITION_DURATION); TutorialSelectionText.transform.DOScale(1, MENU_TRANSITION_DURATION).SetEase(Ease.OutCubic).onComplete += () => currentMenu.enabled = true; BackUI?.transform.DOScale(0, MENU_TRANSITION_DURATION).SetEase(Ease.OutCubic); }
public void selectPlayer(int id) { /*player [0] = new Player ("playerA",0,id==0?true:false); * player [1] = new Player ("playerB",0,id==1?true:false); * player [2] = new Player ("playerC",0,id==2?true:false); * player [3] = new Player ("playerD",0,id==3?true:false);*/ myID = id; currentID = -1; //start game countdown MenuUI.SetActive(false); myTeam = myTeamObj.GetComponent <Text> (); myTeam.text = teams [myID]; myTeam.color = teamColor [myID]; timer = turnTime; setCameraTeam(); gameStart(); }
/// <summary> /// Go to main menu /// </summary> public void GoToMainMenu() { //UI currentMenu.DeselectAll(); currentMenu.enabled = false; currentMenu.FadeButtons(false, MENU_TRANSITION_DURATION); currentMenu.transform.DOMoveX(activeMenuPosition.x + MENU_DISTANCE, MENU_TRANSITION_DURATION); currentMenu = MainMenu; currentMenu.FadeButtons(true, MENU_TRANSITION_DURATION); currentMenu.SelectFirst(); currentMenu.transform.DOMoveX(activeMenuPosition.x, MENU_TRANSITION_DURATION).onComplete += () => currentMenu.enabled = true; //BACKGROUNDS MenuBackgrounds.transform.DOMoveY(BACKGROUNDS_DISTANCE * MAIN_MENU_INDEX, MENU_TRANSITION_DURATION); BackUI?.transform.DOScale(0, MENU_TRANSITION_DURATION).SetEase(Ease.OutCubic); }
/// <summary> /// Set the current active menu for this slot /// </summary> public void SetMenu(MenuUI Menu, bool StartShown) { // Same menu, so just update visibility if (Menu == mActiveMenu && mActiveMenu != null) { if (StartShown) { mActiveMenu.ShowMenu(); } else { mActiveMenu.HideMenu(); } return; } // Replace menu if (mActiveMenu != null) { mActiveMenu.DestroyMenu(); } mActiveMenu = Menu; if (mActiveMenu == null) { return; } // Create and update visibility mActiveMenu.CreateMenu(mRectTransform); if (StartShown) { mActiveMenu.ShowMenu(); } else { mActiveMenu.HideMenu(); } }
void ProjectileSimple(Collision2D col) { if (col.gameObject.tag == "Tank" && MenuUI.getFlag() != 1) { //Is the object we hit a tank? Tank tank = col.gameObject.GetComponent <Tank>(); //Get the tank's Tank.cs component. if (!game.canDamageOwnTank) { //Can we not damage our own tank? if (tank.id != tankId) //Is the tank we hit not the one that shot this projectile? { tank.Damage(damage); //Call the damage function on that tank to damage it. } } else { tank.Damage(damage); } } else if (col.gameObject.tag == "Tank") {//Is the object we hit a tank? Debug.Log("tankMultiplayer"); TankMultiplayer tank = col.gameObject.GetComponent <TankMultiplayer>(); /*if (!game.canDamageOwnTank) * { //Can we not damage our own tank? * if (tank.id != tankId) * { //Is the tank we hit not the one that shot this projectile? * tank.Damage(damage); //Call the damage function on that tank to damage it. * } * }*/ //else //{ tank.Damage(damage); //} } GameObject hitEffect1 = Instantiate(hitParticleEffect, transform.position, Quaternion.identity) as GameObject; Destroy(hitEffect1, 1.0f); Destroy(gameObject); }
private void onPingResponded(gameserveritem_t data) { this.isAttemptingServerQuery = false; this.cleanupServerQuery(); if (data.m_nAppID == Provider.APP_ID.m_AppId) { SteamServerInfo steamServerInfo = new SteamServerInfo(data); if (!steamServerInfo.isPro || Provider.isPro) { if (!steamServerInfo.isPassworded || this.connectionInfo.password != string.Empty) { if (this.autoJoinServerQuery) { Provider.connect(steamServerInfo, this.connectionInfo.password); } else { MenuUI.closeAll(); MenuUI.closeAlert(); MenuPlayServerInfoUI.open(steamServerInfo, this.connectionInfo.password, MenuPlayServerInfoUI.EServerInfoOpenContext.CONNECT); } } else { Provider._connectionFailureInfo = ESteamConnectionFailureInfo.PASSWORD; } } else { Provider._connectionFailureInfo = ESteamConnectionFailureInfo.PRO_SERVER; } } else { Provider._connectionFailureInfo = ESteamConnectionFailureInfo.TIMED_OUT; } if (this.onTimedOut != null) { this.onTimedOut(); } }
private void Update() { base.Update(); RaycastHit hit; if (Physics.Raycast(pointer.transform.position, pointer.transform.TransformDirection(Vector3.forward), out hit)) { Debug.DrawRay(pointer.transform.position, pointer.transform.TransformDirection(Vector3.forward), Color.blue); GameObject hitObject = hit.transform.gameObject; MenuUI menObj = hitObject.GetComponent <MenuUI>(); if (menObj) { Debug.Log("Point At Button"); menObj.GetSelected(); } } if (coolNow > 0) { coolNow -= Time.deltaTime; } }
protected void Awake() { Instance = this; }
void Start() { networking = GetComponent<Networking>(); menuUI = GetComponent<MenuUI>(); drawStatsUI = GetComponent<DrawStatsUI>(); }
void Start() { menuUI = GetComponent<MenuUI>(); serverGameUI = GetComponent<ServerGameUI>(); }
// Instantiate variables and references here void Awake() { // Initialize the manager objects Instance = this; player = GameObject.FindObjectOfType<Player>(); levelManager = GameObject.FindObjectOfType<LevelHandler>(); // Initialize all UI menu object references menuManager = GameObject.FindObjectOfType<MenuHandler>(); mainMenu = menuManager.getMenu("MainMenuScreen"); pauseMenu = menuManager.getMenu("PauseScreen"); restartMenu = menuManager.getMenu("ResetScreen"); storeMenu = menuManager.getMenu("StoreScreen"); creditsMenu = menuManager.getMenu("CreditsScreen"); leaderboardMenu = menuManager.getMenu("LeaderboardScreen"); menuFader = GameObject.Find("CanvasTransition").GetComponent<CanvasGroup>(); displayBoard = GameObject.FindObjectOfType<DisplayUI>(); // Initialize full screen effects here cameraMotionBlur = GameObject.FindObjectOfType<CameraMotionBlur>(); // Fader UI object visible on start menuFader.alpha = 1.0f; // Initialize default game state moneyMultiplier = 1.0f; distanceRecord = 500.0f; initializeCameraEffects(); initializeMainMenu(); }
public override void showMenu(float transitionTimer, MenuUI.MenuTransition path, Callback callback) { // Call show menu method base.showMenu(transitionTimer, path, callback); }
/// <summary> /// Show a menu screen /// </summary> public void show(MenuUI menu, float transitionTime = 0.5f, Callback callback = null) { MenuUI currentMenu = getCurrentMenu; // Add menu to traversal history history.Push(menu); // Hide the currently opened menu if there is a menu that is open, then once the transition completes, show the new menu if (currentMenu != null) { currentMenu.hideMenu(transitionTime, MenuUI.MenuTransition.FORWARD, () => { menu.showMenu(transitionTime, MenuUI.MenuTransition.FORWARD, callback); }); } else { menu.showMenu(transitionTime, MenuUI.MenuTransition.FORWARD, callback); } }
void Start() { menuUI = GetComponent<MenuUI>(); }
public override void showMenu(float transitionTimer, MenuUI.MenuTransition path, Callback callback) { // Set the total money text then call show menu currentMoney.text = Manager.totalMoney.ToString(); base.showMenu(transitionTimer, path, callback); }
void Start() { menuUI = GetComponent<MenuUI>(); clientConnectingUI = GetComponent<ClientConnectingUI>(); }
// Use this for initialization void Start() { UI = Camera.main.GetComponent<MenuUI>(); Players = new List<PlayerInfo>(); AmountOfPlayers = 0; DiceTimer = 0.0f; DiceNumbers = new int[15]; KeyPressed = false; AbleToStop = false; DontDestroyOnLoad(this); }