private void Start() { listener.AddKey(new List <KeyCode> { KeyCode.Return }, SelectOption); listener.AddKey(new List <KeyCode> { KeyCode.Space }, SelectOption); listener.AddKey(new List <KeyCode> { KeyCode.UpArrow }, Previous); listener.AddKey(new List <KeyCode> { KeyCode.DownArrow }, Next); monitor.CalibrateTextMesh(); monitor.uiCursor.Show(true); monitor.uiCursor.Blink(false); WriteOptionsToLayer(); _optionNumber = 0; monitor.uiCursor.SelectRow(_optionNumber + layer.view.externalPosition.row); }
// Start is called before the first frame update private void Start() { if (Tools.CheckError(monitor == null, "No Monitor object has been added")) { return; } if (Tools.CheckError(keyListener == null, "No KeyListener object has been added")) { return; } keyListener.AddKey(new List <KeyCode> { KeyCode.Space }, GoToPuzzle); keyListener.AddKey(new List <KeyCode> { KeyCode.Home }, LoadStartMenu); _puzzleLayer = monitor.NewLayer(false); _controlLayer = monitor.NewLayer(false); _prefaceLayer = monitor.NewLayer(); _continueLayer = monitor.NewLayer(); _continueLayer.view.SetExternalPosition(new GridPosition(23, 0)); _puzzleLayer.view.SetExternalPosition(new GridPosition(3, 17)); _puzzleLayerOffset = _puzzleLayer.view.externalPosition; _controlLayer.view.SetExternalPosition(new GridPosition(21, 0)); _controlLayer.zIndex = 1; monitor.CalibrateTextMesh(); monitor.uiCursor.Show(true); monitor.uiCursor.Blink(true); monitor.uiCursor.linkedLayer = _continueLayer; _switches = new List <LogicGates.Switch>(6); _switchPositions = new List <GridPosition>(6) { new GridPosition(12, 1), new GridPosition(12, 9), new GridPosition(12, 17), new GridPosition(12, 25), new GridPosition(12, 33), new GridPosition(12, 41) }; _selectedSwitch = 0; LoadPreface(); }